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Game Developers Conference 
March 20-24, 2001 



event pros 


innovation, interaction, inspiration, 



We have felt your pain. 

Now let us cure it. 

Visit us at GDC. 
Booth 1524. 

technical session takes place 

Friday, March 23, 10:30 A.AA. - 11:30 A.AA. 



alienbrain digital\production management for game developers 



n-nova-tion Xj-ne-'va-shenX 

n (15c) 1 : the introduction of something new 2 : a new idea, 
method, or device 

n-ter-aotion \,in-t8 J rak-sh8n\ 

n (1832) 1 : mutual or reciprocal action or influence 


n (14c) 1 a : a divine influence or action on a person believed to 
qualify him or her to receive and communicate sacred revelation b : 
the action or power of moving the intellect or emotions c : the act of 
influencing or suggesting opinions 2 : the act of drawing in; 
specifically : the drawing of air into the lungs 3 a : the quality or state 
of being inspired b : something that is inspired <a scheme that was 
pure inspiration> 4 : an inspiring agent or influence 

These words comprise three of the four cornerstones that are the 
foundation of the Game Developers Conference. You are the fourth. 

Welcome to the house that you've built. 

Enjoy your time at the GDC. 


Alan Yu 


Game Developers Conference 

table of contents 

General Information 3 Game Developers Choice Awards 14 IGDA Recommended Sessions 22 Exhibitor Descriptions 120 

Events 6 Expo Pass Sessions 25 Game Tuning Workshop 24 Job Fair Exhibitor Descriptions 138 

Meetings/ Independent Games Festival 16 Tutorials 26 Product Locator 142 

Track Keynotes & Special Sessions 8 General Interest Sessions 17 Conference Sessions 34 Conference-at-a-Glance 146 

Advisory Board Bios 20 IGDA Sessions 18 Speaker Bios 96 Maps 160 



Tightly integrated multi-platform 
middleware from the world's 
No.l middleware purveyor. 

Offering cutting edge graphics, 

sound and physics today... 

...with more to come! 
GDC #818 




Austin . Derby • Guildford 
Paris • Tokyo 

Renderware Platform Partners 



^f— 3DPA 

Canon and Renderware are registered trademarks 

of Canon Inc. All other trademarks mentioned herein 

are the property of their respective companies. 

general information 


Attendee Services 

Conference & Tutorial Registration 

Convention Center Lobby 
Street Level 

Monday, March 19 
5-7pm/Early Registration 

Tuesday, March 20 

■ Wednesday, March 21 

■ Thursday, March 22 

■ Friday, March 23 


■ Saturday, March 24 


Expo Pass Registration 

Convention Center Lobby 
Street Level 

Thursday, March 22 

■ Friday, March 23 

■ Saturday, March 24 

Expo Hours 

Convention Center 
Exhibit Level, Halls 2 & 3 
Thursday, March 22 

■ Friday, March 23 

■ Saturday, March 24 

Job Fair Hours 
Parkside Hall 

Located across the street from the 
Convention Center 

Thursday, March 22 


Friday, March 23 


■ Saturday, March 24 


ExpoSuite Hours 

Convention Center, Exhibit Level 
Hall a 

Thursday, March 22 


■ Friday, March 23 


■ Saturday, March 24 


GDC Information Booth 

Convention Center Lobby 

Street Level 
If you need help or have a question, 
please go to the GDC Information Booth 
located on the street level across from 
Registration. The Information Booth is 
open during event hours. 


Lunch is for conference & tutorial 
attendees only 

■ Tuesday & Wednesday 

Ballroom Concourse & Concourse 3 
Upper Level, Convention Center 
Thursday, Friday & Saturday 
Parkside Hall & Plaza 


Kiddie Corp. will be providing childcare in 
Meeting Room 1, adjacent to Parkside Hall. 
This service will be available the following 

Thursday, March 22 

■ Friday, March 23 

■ Saturday, March 24 

Due to insurance and safety limitations, no 
one under the age of 18 will be permitted on 
the show floor. 

Conference Associates 

The GDC is blessed to have the most 
knowledgeable corps of volunteers in the 
industry. Whether you're looking for a class, 
a shuttle bus or a party, you'll inevitably 
need help with something. That's when 
you'll find one of our Conference Associates 
nearby, ready to dispense as much 
information as you can handle. Look for 
them in their identifying baby blue t-shirts 
wherever GDC events are taking place. 

Literature Tables 

Convention Center 

Exhibit Level, 2nd Floor 
If you have flyers, brochures or other 
propaganda to distribute, you're invited to 
place them on the literature tables located 
on the 2nd floor of the convention center. 
Please check with the Conference Associate 
in the area and keep it limited to one stack 
of materials. Literature distribution is 
limited to conference attendees only. Please 
do not affix decals or adhesive-backed 

Session Information 


Convention Center, San lose Hilton, the Civic 
Auditorium & the Fairmont San Jose 
All conference sessions take place at one 
of the locations listed above. See maps in 
this program for more information. 
Conference sessions are open only to paid 
conference attendees, unless otherwise 

Session Types 

Open to conference attendees only: 

■ Lectures 

Involve one or more speakers and a 
speech. Vast wisdom and knowledge is 
Involve one or more speakers with 
audience participation highly encouraged. 
Class sizes are generally limited but some 
are larger to accommodate anticipated 

■ Roundtables 

Open discussions on a tightly focused 
topic. Attendance is limited so arrive early 
if you want a seat. Most roundtables are 
offered more than once, so check your 
schedule for repeat times. 

■ Tutorials 

Day-long intensives offered on Tuesday & 

Wednesday. Pre-registration is required 

for tutorials. 

W Keynotes 

Highlighted sessions are for conference 

attendees only. 

■ Sponsored Sessions 
Classes sponsored by exhibiting 
companies to better deliver the nuts and 
bolts of their message to attendees. Look 
for announcements of new products and 

Open to all attendees: 

■ Expo Pass 

Five featured sessions of general interest 
to all. Open to all attendees. 

general information 





Exhibitor Services 

Exhibitor Registration 

Convention Center Lobby 
Street Level 

■ Monday, March 19 
5-7pm - Early Registration 

■ Tuesday, March 20 

Wednesday, March 21 

■ Thursday, March 22 

■ Friday, March 23 

■ Saturday, March 24 

Speaker Services 

Speaker Registration 

Convention Center Lobby 

Street Level 
Conference speaker registration will take place in 
the Convention Center Lower Lobby during 
conference registration hours. Please note that 
sponsored session speakers must register at 
exhibitor registration. 

Speaker Ready Room 

Convention Center 

Exhibit Level, Room G 
All speakers may use this room to prepare for their 
conference sessions. This room is equipped with a 
computer, a printer and refreshments. 

Press Services 

Press Registration 

Convention Center 

Street Level, Room N 
Press registration is open during conference 
registration hours and will take place in Room N which 
is located on street level of the convention center. 

Press Lounge 

Convention Center 
Street Level, Room N 

Sponsored by 


■ Tuesday, March 20 

S Wednesday, March 21 

■ Thursday, March 22 

Friday, March 23 

Saturday, March 24 


Shuttle Buses 

For your convenience, free shuttle buses will 
circulate between the convention center and the 
following GDC Hotels: 

Airport Inn International 

Arena Hotel 

Beverly Heritage 

Biltmore Hotel & Suites, Silicon Valley 

Crowne Plaza 

Executive Inn 

Four Points Sheraton, Sunnyvale 

Hanford Hotel 

Hyatt San Jose Airport 

Pruneyard Inn, Campbell 

Radisson Plaza Hotel 

Sheraton San lose 

Wyndham Hotel 

Shuttle buses will run at approximately 20 minute 
intervals, Tuesday through Saturday. 

Getting Around 

The city of San )ose offers Light Rail service to many 
popular locations. For more information, please call 


Yellow Checker Cab Company 

Public Transportation 

Most VTA Bus routes operate every 15-30 minutes 
weekdays. Bus line 22 provides service 24 hours a 
day. For more information, please call 408.321.2300. 

Other Services 

Book Store 

Breakpoint Books is the official GDC book vendor, 
located on the Concourse Level. Breakpoint Books & 
More is an "oasis for the mind." A broad selection of 
books from the speakers and supporting material 
highlight our vast array of available titles. Take a 
break from your sessions and browse our unique 

Bulletin Board & Message Center 

Convention Center Lobby 

Street Level 
Parkside Booth 314 

Leave a message for old friends and new contacts 
or check to see if there's a message for you. 

Sponsored by INTERACT 



Convention Center Lobby 

Exhibit Level, 2nd Floor Lobby 
To keep track of everything that's going on, be sure 
to check the Conference-At-A-Glance Schedule, 
located on the 2nd Floor of the San Jose 
Convention Center Lobby. This schedule will 
contain the most current information available. 



general information 

Coffee Breaks 

Coffee & other refreshments are available 
during regular breaks in the morning and 


2 of the 

One break sponsored by 

First Aid 

Convention Center 

Exhibit Level, Hall 2 
First Aid is located in Hal 
convention center. 

Lobby Bar 

Convention Center Lobby 
Exhibit Level, 2nd Floor 

Lost & Found 

Convention Center 

Exhibit Level, Almaden Lobby, Show Office 
Please check the Show Office in the VIP 
Lounge during conference & exhibit hours 
for lost and found information. 

Massage Service 

Flying Hands Massage will be available to 
GDC attendees on the Exhibit Level of the 
Convention Center throughout the 

Conference Session Audio Tapes 

Stop by the official GDC Audio Tape Desk to 
order audio tapes from your favorite 
sessions or those special sessions you were 
unable to attend. Special discounts are 
available for multiple orders. The Audio Tape 
Desk will be staffed during open conference 
hours, and will be located on the Exhibit 
Level of the convention center. 


Get your commemorative 2001 GDC T-Shirt 
by completing a survey. Surveys will be 
given outside the entrance to the Expo Floor 
or at the Gama Network Booth during Expo 


Abstracts, outlines, notes, code, resources 
and valuable information from most of our 
conference sessions are available for 
purchase on printed proceedings. Stop by 
the GDC Information Booth in the 
Convention Center Lobby to pick up your 
copy at a special on-site price. 

A Message About Your Badge 

Your badge is valuable. A fee will apply, 
equal to the original purchase price of your 
GDC pass, should a duplicate badge be 
requested for lost, misplaced or stolen 


Gama Network Group Director 



Jennifer Pahlka 

Elizabeth von Budingen 

Art Director 

Director, Game Developers Conference 

Jennifer McLean 


Senior Marcom Manager 

Darrielle Ruff 

Director of Sales & Marketing 

Strategic Marketing Manager 

Greg Kerwin 

Scott Lyon 

Marketing Coordinator 

Program Manager 

Jessica Shultz 

Susan Marshall 

Audience Development Coordinator 

Advisory Board 

Hal Barwood 

Jennifer Cereghetti 
Marketing Associate 

Louis Castle 

Online Producer 

Mark Deloura 

Ken Brandow 

Alex Dunne 

Julian Eggebrecht 
Ron Gilbert 

Operations Group 

Lori Silva 

Group Director of Operations 

Chris Hecker 

Scott Dominguez 

Elaine Hodgson 

Associate Director of Operations 

Roger Holzberg 

Jennifer Jessup 

Rob Huebner 

Associate Director of Operations 

Cyrus Lum 

Stacey Ackerman 

Dale Mauk 

Operations Manager 

Mark Miller 
Peter Molyneux 
David Perry 

Marci Chase 
Operations Manager 
Katherine Holborn 

Operations Coordinator 

Jason Rubin 

Meggan Scavio 

Jez San 

Operations Coordinator 

Rafael Robles 


Registration Manager 

Jennifer Orvik 

National Sales Manager 

Afton Thatcher 

Senior Account Manager 

Eastern Region and Europe 

Morgan Browning 

Account Manager, Recruitment 

Alexandra Robles 

Customer Service Representative 

Jose Sanchez 

Group Registration Specialist 

Steve Shaw 

Customer Service Representative 

Susan Kirby 
Account Manager 
Northern California 


Jason Delia Rocca 
Managing Director 

Aaron Murawski 
Sales Associate 

Liz Wakefield 
Membership Coordinator 

GDC Awards 

Dara Tynefield 

Kevin Odle 

Administrative Assistant 

Kevin Smith 







Jon Peddie Associates Breakfast Seminar 

8-ioam • Santa Clara I & II, Hilton 

Jon Peddie Associates (JPA) is the leading market 
research firm covering the digital media and 
graphics markets. JPA's special breakfast session 
will present information from several JPA studies to 
give you valuable statistics you won't find anywhere 
else. Speakers from key development areas of the 
industry will join us for a panel discussion. 


■ Press Briefing 

10:30am • N, Convention Center 
Press-only meeting to get together with Executive 
Director, Jennifer Pahlka in an informal setting and 
hear conference organizers discuss industry trends 
and media highlights and events at GDC. Designed 
to give attending media a good sense of what 
things are not to be missed and what topics, trends 
and news will be key take-aways from the 

GDC Reel 2001 Premiere 

i-2:3opm • Parkside Hall 

Running continuously throughout the conference, 
the GDC Reel compiles the latest innovative game 
art into one reel, showing off the best work from 
those who've inspired us over the past year. Join us 
for the first showing of the Reel! 

■ job Fair Booth Crawl 

6:30-7:3opm • Parkside Hall 

Explore job opportunities with a drink in your 
hand. Talk with company experts in a more relaxed 
atmosphere, and find potential employers as you 
snack on happy hour goodies. 

■ Independent Games Festival Awards Ceremony 

Thursday, March 22 

7:30 pm • Parkside Hall 

(The Audience Award is presented at the GDC 

Awards, Friday, March 23, 8:15 pm in the San Jose 

Civic Auditorium). Recognize and celebrate this 

year's best independent talent. 

Microsoft- iny 

Platinum Sponsor 

Gold Sponsor 

Gigex is proud to provide service for downloadable 
games for IGF Finalists. 

Hospitality Suite Night 

8:30-io:3opm • The Fairmont Hotel, Ballroom Level 
This is a true blast. GDC exhibitors vie for your 
attention with competing arrays of food, drink, and 
music. This year's hosts include: 

• AMD • Metrowerks 

• Studio Search 

■ Booth Crawl 
6:30-7:3opm • GDC Show Floor 

Explore the floor with a drink in your hand, seeking 
out information on the latest innovations 
presented at the GDC Expo. Talk with company 
experts in a more relaxed atmosphere, and get 
your questions answered as you snack on happy 
hour goodies and enjoy catching up with 
technology - and friends. 


sponsored by DaiJyRaDar 

■ Game Developers Choice Awards 

7:30-9pm - Civic Auditorium 
Recognize the accomplishments of the industry. 
Please join us for cocktails and hors d'oeuvres at 
7:30 followed by the awards presentation at 8:00. 
See page 14 for more information. 

SB Main Event 

9:30pm-? • 396 South First Street 

The Main Event. A GDC tradition. Party long into 

the night... 

Sponsored by: 





■ Fairmont Hotel Bar 

Fairmont Hotel Lobby 

When the conference is done for the day and a 
party is not in the offing, meet friends and 
colleagues, and network with potential business 
partners in a sophisticated setting. 

■ Game Developer Choice Awards Pavilion 

Expo Hours • Booth 436 

Stop by the Game Developer Choice Awards 

Pavilion to check out the nominated games! 

■ GDC Reel 2001 

Expo Hours • Parkside Hall 
A team of judges have selected and compiled the 
most creative and inspirational game art into one 
Reel. Showing off the latest creation and innovation, 
the Reel will run continually in Parkside Hall. 

Game Room 

Wednesday, March 21-Friday, March 23 
7pm-i2am • Plaza Room, Hilton 
When you're ready to de-amp, here's a more 
relaxing setup: a room full of board games and 
your developer compadres. Parcheesi, anyone? 

■ Online Lounge 

Expo Hours • Convention Center, Booth 1008 

When it's time to rest your weary feet, exhausted 
from walking the expansive show floor, stop by the 
Online Lounge. Checkyou email, surf the web, or 
just sit back and relax in a comfortable setting. 

events -- meetings 


3rd Annual Independent 
Games Festival Pavilion 

Thursday, March 22-Saturday, March 24 
Expo Hours • Vista Point 
2nd Floor of Convention Center 
Play the Finalists' games, meet the 
intrepid developers and vote for your 
favorite game. 

Microsoft intel 

Platinum Sponsor 

Gold Sponsor 

Gigex is proud to provide service for 
downloadable games for IGF Finalists. 

The International Game Developers 
Association is a proud supporter of 
the IGF. 


■ Audio Town Hall Meeting 

Sponsored by the IASIG 
Steve Horowitz 

Thursday, March 22 • i:i5-2:i5pm 

Almaden Ballroom, Hilton 

The purpose of this meeting is to gather 

the audio community, identify and discuss 

current issues of interactive audio. 

Everyone is welcome and participation is 


Bay Area AliaslWavefront Maya User's 

Thursday, March 22 • 7-Q:3opm 
A8, Convention Center 

IGDA Annual Meeting 

Friday, March 23 • 1:30pm 
A3, Convention Center 

The IGDA's board of directors and 
executive management will take this time 
to give developers a rundown of the 
association's progress over the past year, 
as well as indicate what's in store for the 
coming year. This will also be the time 
when new board candidates will be 
presented. There will be a Q&A period to 
get feedback and input from the 

The International Game Developers 
Association (IGDA) is an independent, 
non-profit association for developers of 
entertainment software. The IGDA was 
established by game developers to foster 
the creation of a worldwide game 
development community. The IGDA's 
mission is to build a community of game 
developers which leverages the expertise 
of its members for the betterment of the 
industry and the development of the art 

track keynotes & special sessions 

rack keynotes 
special sessions 

track keynotes 








Business & Legal Keynote 


I Designing for the Internet Gamer 

W Bing Gordon 

r\ .; 

4 See page 38 



Game Design Keynote 




Design Plunder 

Will Wright 




See page 46 

Level Design Keynote 

Rayman 2: Level Design Experience 

Michel Ansel 
See page 58 

special sessions 


Consoles vs. PCs: Is the PC Really Dead? 

Moderated by Trip Hawkins 

Panelists include: Kelly Flock, Ed Fries, Bing 

Gordon, Phil Harrison, Demis Hassabis, jason Rubin, 

Bruce Shelley 

Thursday, March 22 • 12-ipm 

San )ose Civic Auditorium 

With each advent of next generation console 
technologies, the death knell sounds for the PC. Is 
the PC really dead? Have all the PC developers gone 
console? Come hear industry leaders debate the 
merits of developing for consoles vs. PCs and what 
the future holds. 


Xbox: One Year Later 

Allard & Seamus Blackley, Microsoft 
Friday, March 23 • 12-ipm 
San Jose Civic Auditorium 

Allard and Seamus Blackley give a 
state of the union on Xbox. Seamus 
reveals more technology secrets and J 
shares some business and online 
strategy. Brand-new demos and some 
surprise guests are featured. 

Production Keynote 

Out of the Garage: Maturation in 

Team & Project Management 

ason Rubin 
See page 64 

Programming Keynote 
Programs, Emotions & Common 

Marvin Minsky 
See page 70 

Visual Arts Keynote 
1001 Nightmares 

lain McCaig 
See page 86 


The Digital Distribution Revolution: 

Lessons Learned from Napster 


Saturday, March 24 • 12-ipm 
San Jose Civic Auditorium 
Using the Internet as a distribution platform for 
games has long been considered the Holy Grail for 
developers and publishers, yet over the years, 
largely failed to materialize. The past year, however, 
has seen the market for digital distribution of PC 
games finally take flight due to a number of game 
development advances and infrastructure related 
improvements. The coming year promises to have 
this distribution medium explode with the same fury 
that digital music experienced from the 
popularization of MP3 and grass roots growth of 
Napster and other music client technologies. Several 
companies are pioneering the digital distribution of 
games with great success and the promise of new 
platforms including the PS2 and the Xbox with 
connectivity and hard drives will accelerate 
momentum. The focus of the session is on how this 
new platform will evolve drawing on experience and 
lessons learned from the music industry and how 
developers should prepare to capitalize on this 
revolution. We will look at the creative and technical 
challenges of this new medium as well as how money 
will be made. 

3D Painting The Way You Imagined 



Deep Paint 3D is the ultimate 3D painting 
and texturing tool. With a single stroke, Deep 
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surface textures, such as skins, scales, 
metals, or woods directly onto objects. Deep 
Paint 3D provides authentic artistic media - 
such as oils.watercolors, crayons, and pastels 
which can be brushed directly onto 3D models. 

Ideal for film, television, game development 
or industrial design Deep Paint 3D provides 
a seamless workflow integration with 3ds 
max™, Maya® and Softimage®. It also supports 
a wide range of file formats such as .OBJ, 
.3DS and .LWO (5.0 and 6.0). 

Come Visit us at 

GDC '01 Booth 


New Product 



Turtle © 2001 , "Pete Herzog and Greg Punchatz of Janimation - 
The Winners of the 1999 & 2000 Big Kahuna Award for commercial animation!" 


, ii ■ ■ 



Texture Weapons for Deep Paint 3D are a breakthrough in 3D 
texturing and painting. Texture Weapons drastically reduce the 
time taken to create the highest quality surface texturing for 
polygonal and NURBS models. 

Texture Weapons help create virtually distortion-free texturing 
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Innovative MercatorUV™ technology allows automatic creation 
and editing of UV mapping for polygonal models. Revolutionary 
Projection Paint enables painting from any angle on NURBS 
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> . ,y 

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www.righthemisphere.cdm/gdc2001 .htm 


©2001. T " 


advisory board bos 

board bios 




Hal Barwood 

LucasArts Entertainment 
Hal Barwood is a project leader at 
LucasArts, where he was designer, 
writer and team leader on Indiana Jones 
& the Fate of Atlantis, a PC adventure game, Big Sky 
Trooper, a Super Nintendo RPG, Indy's Desktop 
Adventures & Yoda Stories, a pair of PC desktop 
diversions, and Indiana Jones &the Infernal Machine, a 
real-time 3D action-adventure. In addition, he 
directed the live action video for RebelAssault II, a 
Star Wars combat game. He is currently working on a 
new slam-bang tale. Before Hal began building 
games, he spent twenty years in Hollywood as a 
writer (Sugarland Express), writer-producer 
(Dragonslayer), and writer-director (Warning Sign). 

Louis Castle 

Westwood Studios 
Louis Castle originally saw in the 
home computer a powerful tool to 
create... cubist paintings? Yep. As a 
college student with a dual major in computer 
science and fine arts, the techno-Picasso would 
spend countless hours creating digital paintings, a 
grueling process of creating bitmaps on graph paper, 
converting them to hex-decimal numbers and typing 
them into data tables. Call it a digital-age version of 
suffering for the sake of art. 

But artists have to pay the bills. Louis did so working 
at a computer store and consulting and programming 
on the side. It wasn't long before he was freelancing 
full-time along with new partner Brett Sperry. Louis 
considered himself a starving-artist type; Brett was a 
starving programmer. Odd couple though they were, 
they were both hungry for better paychecks. So Brett 
tossed out the idea of striking out on their own. 
They started their own company, then called 
Westwood Associates, in 1985, in the modest 
environs of Louis' converted garage (which also 
housed his bed and his beloved pinball machine). 
Since then, Louis' versatility has led to juggling 
several crucial roles within the company, from design 
guru to finance whiz to operations honcho. That 
versatility has also aided him in the design of such 
varied games as Monopoly (1995) and Blade Runner 

"What drives me today is seeing other team 
members succeed and thrive as they continue to 
make great computer gaming products," he says. 

Mark DeLoura 

Game Developer magazine 
Mark is editor-in-chief of Game 
Developer magazine. In a past life, he 
was the software engineering lead at 
Nintendo, where he worked on graphics goodness 
for Nintendo64 and Gamecube. Mark is also the 
organizer and editor of the book Game Programming 
Gems. He still has quite a fondness for virtual reality, 
having worked for the HIT Lab and UNC-Chapel Hill, 
and co-moderating Usenet newsgroup sci. virtual- 
worlds for a number of years. 

Alex Dunne 

Alex Dunne is the executive producer 
of, as well as the 
chairman of the Independent Games 
Festival, which is held annually at the Game 
Developers Conference. He is the former editorial 
director for Game Developer magazine and, and co-authored the book The Game 
Developer's Marketplace, published by Coriolis. 

% Julian Eggebrecht 

t s Factor 5 

Julian Eggebrecht is co-founder of 
Factor 5, a game and technology 
developer located in Marin County, 
California. Factor 5 was founded in Germany in 1989 
and moved to the U.S. in 1996. Factor 5 is a technology 
partner for Nintendo s Gamecube console and provider 
of the MusyX sound tools. Julian's work includes the 
Turrican line of games, Star Wars: Rogue Squadron 
(LucasArts), Ballblazer Champions (LucasArts), Indiana 
Jones -Greatest Adventures (LucasArts), International 
Superstar Soccer Deluxe (Konami), Contra: The Alien 
Wars (Konami). His most recent work can be found in 
Indiana Jones & The Inferenal Machine (LucasArts) for the 
Nintendo 64 and Star Wars Episode I: Battle for Naboo 
(LucasArts). Julian is Factor 5's president and lead 
producer and currently working on two next-generation 
console titles. 

Ron Gilbert 

Ron Gilbert has been working in the game industry 
since 1984 where he began programming the 
Commodore 64. After working for a secession of small 
companies that went bankrupt (not his fault, really), 
he landed a job at (renamed to LucasArts, not his 
fault) converting Atari games to the C64. His first 
game at LucasFilm was Maniac Mansion, which he 
followed up with Indiana Jones & the Last Crusade, Then 
Monkey Island 1 and 2. He left LucasFilm in 1991 to start 
Humongous Entertainment and has been designing 
adventure games for kids ever since. Humongous 
Entertainment was sold to GT Interactive in 1996. Ron 
left Humongous Entertainment in June of 2000 to start 
another company (he just doesn't learn) that is yet to 
be named and he has no idea what they are doing. 
Probably Ron's greatest claim to fame is inventing the 
term "cut-scene." He guesses there are worse things 
to be remembered by, although he doubts anyone will 
even remember that. 

Chris Hecker 

Definition Six 

Chris Hecker is technical director of 
definition six, inc., a small game 
development company working on 
high-end physics and graphics technologies. Chris has 
been on the advisory board for the Game Developers 
Conference for many years and is a regular speaker at 
the GDC, Siggraph, and other conferences. A frequent 
contributor to Game Developer magazine, Chris was 
the technical columnist for the magazine for two years 
and is currently the editor-at-large. He is also on the 
editorial board of the computer graphics research 
publication, The Journal of Graphics Tools. 

advisory board bios 


Elaine Hodgson 

Incredible Technologies 
Elaine A. Hodgson, president 
and CEO of Incredible 
Technologies, a $50 million 
Rolling Meadows, IL company, and the 
country's largest privately-held game 
manufacturer in the coin-operated 
amusement industry, has been bringing 
Internet technology successfully to main 
street bars and taverns since 1996. 
In 1985 Elaine combined her love of games 
and proficiency in programming when she, 
along with partner, Richard Ditton, founded 
Incredible Technologies. After ten years of 
moderate success, they literally struck gold 
with the release of Golden Tee 3-D Golf in 

Elaine is particularly proud of Incredible 
Technologies today. IT employs over 90 
designers, programmers, artists, animators, 
sound engineers, technicians, and 
production personnel. "IT's success is due 
to the talent, creativity, and dedication of its 
employees," she said. "Not a day goes by 
that I don't marvel at something someone 
has done. I'm blessed to be surrounded by 
so many wonderful people. Working with 
them is truly inspirational." 

Roger Holzberg 

Walt Disney Imagineering 
Roger Holzberg is senior 
show producer/director at 
Walt Disney Imagineering. 
Current projects include Walt Disney World's 
100 Years of Magic attractions, vision points 
and smart pins, as well as the online digital 
overlay for Disney's California Adventure. 
Recent projects include EPCOT's Millennium 
Icon, Legacy, and Central attractions, as well 
as AT&T's New Global Neighborhood within 
Space Ship Earth. He has also completed 
the animatronic dolphin projects at EPCOT's 
Living Seas and Castaway Bay. Previously at 
Disney he was creative director of Disney 
Interactive Entertainment where 
responsibilities included supervising game 
concept and design, managing the creative 
design and development process for 
multiple teams, and helping to define the 
company vision of "interactive family 

Rob Huebner 

Nihilistic Software 
Robert Huebner is a co- 
founder of Nihilistic Software, 
a small development team 
located in Marin County, California. Robert's 
previous work includes Jedi Knight: Dark 
Forces 2 from LucasArts, Descent from 
Parallax Software, and contributions to 
Starcraft by Blizzard Entertainment. 
Nihilistic's first title, Vampire: the Masquerade 
- Redemption was a top-10 seller when 
released in March 2000. Robert is Nihilistic's 
directoi of technology, creating new engines 
and tools for Nihilistic's next project, being 
developed for next-generation console 

Cyrus Lum 

Inevitable Entertainment 
Cyrus Lum has been an artist 
in the computer game 
industry for over 10 years. He 
got his start at Strategic Simulations Inc., 
creating computer artwork for games based 
on the Advanced Dungeons & Dragons license. 
After 4 years at SSI, Cyrus moved on to 
Crystal Dynamics, Inc.; founded Crystal's art 
department and served as the art director. 
His work can be seen in such game products 
as Crash 'N Burn, Total Eclipse, and The Horde. 
Two years later, Cyrus packed up and left 
California for Texas and Iguana 
Entertainment, Inc. There, he founded the 
advanced technology group which handles 
Acclaim Studio's high-end 3D rendering, and 
animation for games. In March of 2000, 
Cyrus cofounded Inevitable Entertainment - 
a video game development company 
dedicated to creating innovative product for 
the next generation game consoles. He 
serves as Inevitable's Art Director. 

IJLP I Dale Mauk 

*V^;< * Hypnos Entertainment 

lit Dale is in charge of the art on 

all titles including the Jack 

Nicklaus Golf series. 
Previously, Dale was the art sirector for 
Accolade where he oversaw the Hardball, 
Test Drive and Jack Nicklaus Golf franchises. 
Dale has been on the GDC Advisory Board 
for several years as well as served as a 
curriculum advisor for the Academy of Art 

Mark Miller 


Mark Miller is the president of iMIX Inc. iMIX 
Inc is an event design and strategic 
consulting company dedicated to building 
information and communication networks 
for new media professionals. iMIX Inc. 
produces the premiere executive and 
developer conference for the emerging 
Interactive Television Industries held semi 
annually in Los Angeles and San Francisco. 
IMIX events gather advisors, speakers, 
sponsors and attendees from over 100 iTV 
companies including: ABC, NBC, FOX, CBS, 
MicrosoftTV, OpenTV, Liberate, RespondTV, 
Wink, Turner, Viacom, BskyB, NTL, BBC, Ono, 
Telewest, AT&T, Echostar, and DIRECTV. iMIX 

Peter Molyneux 

Lionhead Studios 

Peter Molyneux is one of the 
best-known names in the 
international world of 
computer games. He co-founded Bullfrog 
Productions in 1987 and created a new genre 
of computer games, " the god game" with the 
release of Populous. Since then Peter has 
been responsible for a string of massive 
selling games including Power Monger, Theme 
Park, Magic Carpet and Dungeon Keeper. 
Cumulative sales of his games are now 
approaching the ten million mark worldwide. 
In 1997 Peter left Bullfrog Productions to form 
a new game development company Lionhead 
Studios and is currently hard at work on the 
company's first game Black and White. Peter is 
recognized as one of the computer game 
industry's most articulate and eloquent 
speakers on the subject of the development of 
computer games. He has spoken at the 
American Museum of the Moving Image, the 
British Film Institute, ICA (London), the Tate 
Gallery and the Dortmund Museum of History 
and Culture. 

David Perry 

Shiny Entertainment 
David Perry is one of the best 
known personalities today in 
the video game business. He 
is constantly being written about in 
magazines worldwide and interviewed by 
national newspapers and web sites. He's also 
appeared on numerous international TV 
programs. In 1993 Perry formed Shiny 
Entertainment based in Laguna Beach, which 
so far has generated six highly acclaimed 
titles and retains around 40 staff. He's won 
numerous Game of the Year awards, 
including the prestigious European Golden 
Joystick Award for Best Console Programmer. 
His company's Earthworm JIM game became a 
Universal Cartoon Studios/Warner Kids 
Network television hit, a Playmates toy line 
and other licenses. In his spare time Perry 
helps others into the business through his 
web site, 



advisory board bios 

lason Rubin 
Naughty Dog 

Jason Rubin, president and co-founder 
of Naughty Dog, has been developing 
games since 1985. Rubin, partner 
Andy Gavin, and the Naughty Dog team, are 
responsible for the creation of the Crash Bandicoot 
franchise, and for developing the first four Crash PSX 
titles: Crash Bandicoot (1996), Crash Bandicoot 2: 
Cortex Strikes Back (1997), Crash Bandicoot: Warped 
(1998), and CTR: Crash Team Racing (1999). Together, 
these titles have sold more than 20 million units 
worldwide, with more than half of the sales coming 
from outside of the United States. Crash 3 is the only 
foreign created and developed title to have sold 
more than a million units in Japan in the history of 
video games. Currently, Jason and Naughty Dog are 
working on an undisclosed PlayStation 2 title 
scheduled for release in 2001. 

Jez San 

5| Argonaut Software 

At 16, Jez founded Argonaut Software 
from his bedroom, writing books and 
games for home computers. Nearly 
twenty years on, Jez is CEO of recently public games 
developer, Argonaut Games Pic, and co-founded ARC 
International, the RISC microprocessor spin-off from 
Argonaut, who's first hardware technology was the 
ten million-selling "SuperFX chip" 3D RISC 
accelerator chip designed for Nintendo. Jez's first 
(successful game) was Star Glider in the mid 8o's, 
and Argonaut's more recent hits include Star Fox and 
Croc (each of which sold over three million copies). In 
the last 6 months, Argonaut released Alien 
Ressurection for Fox, and Aladdin & Emperor's New 
Groove on PSi for Disney. Jez sits on the advisory 
boards of various Venture Capitalists, and is a 
committee member of BAFTA Interactive as well as 
the Game Developers Conference. 

Alan Yu 

Game Developers Conference 

As the director of conferences and 
events, Alan Yu is responsible for the 
Game Developers Conference and 
community relations for the Gama Network. In his 
previous position as program director, Alan 
developed the conference programs and managed 
speaker relations for both the GDC and 
GAM Executive conferences. He is the liaison 
between the GDC and its group of industry advisors 
and maintains close ties to both the developer and 
publisher communities. Alan is 27 years old and is a 
graduate of Sarah Lawrence College in New York. 





'echnicolor provides 

aii the capacity 

you'll need. 



Not every company can handle the over-size orders. Technicolor can, no sweat. 

As the global leader in video duplication and optical media replication, we offer the high-volume 
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America and Europe can turn out in excess of 1 50 million DVDs, 500 million CDs and 800 
million videos per year. You could even say we sort your lights and darks for you, since we 
provide complete turnkey capabilities. Need compression & authoring, graphic design, 
packaging, fulfillment, distribution and returns processing? Technicolor will take the entire project 
off your hands. Plus our ISO 9002 Certification means you are always assured of top-quality 
results. So call Technicolor when it's time for your next big order. We'll take a load off your mind. 

Visit us at GDC Booth #431 
Call Toll Free: 1 -800-732-4555 or Visit 


game developers choice awards 

Game Developers 
Choice Awards 

The Spotlight is yours. 
Celebration... Innovation... Creation... 

Come honor the talented developers responsible for advances in the 
art of game development. 




Please join us at the Civic Auditorium on Friday, March 23rd for cocktails and hors d'oeuvres at 7:30. 
Award presentation immediately following. 

Celebrate games and their creators for their innovation and artistic merit. 

Awards will be given in the following categories: 
Lifetime Achievement Award 
The First Penguin Award 

■ Game Spotlight Awards 
Rookie Studio Award 

■ IGDA Award for Community Contribution 

■ Game of the Year 

■ Original Game Character of the Year 

■ Excellence in Audio 
Excellence in Game Design 
Excellence in Level Design 
Excellence in Programming 

■ Excellence in Visual Arts 

Recognition will be given to individuals and teams who have transcended the current state of the art. 
The Game Developers Choice Awards are a true industry accolade: all nominees and winners have been 
awarded solely by professional game developers. 

Presented by 


international game 
developers association 



Sponsored by 


Real Networks 


expo pass sessions 

Panel - Intermediate 

Consoles vs. PCs: Is the PC Really Dead? 

Trip Hawkins 

Thursday, March 22 • 12-ipm 
San lose Civic Auditorium 
Panelists: Kelly Flock, Ed Fries, Bing 
Gordon, Phil Harrison, Demis Hassabis, 
Jason Rubin, Bruce Shelley 
With each advent of next generation console 
technologies, the death knell sounds for the 
PC. Is the PC really dead? Have all the PC 
developers gone console? Come hear 
industry leaders debate the merits of 
developing for consoles vs. PCs and what 
the future holds. 

Lecture - Intermediate 

Xbqx: One Year Later 

J Allard & Seamus Blackley 

Friday, March 23 • 12-ipm 
San Jose Civic Auditorium 
J Allard and Seamus Blackley give a state of 
the union on Xbox. Seamus reveals more 
technology secrets and J shares some 
business and online strategy. Brand new 
demos and some surprise guests are 

Lecture - Beginner 

Principles for Designing Successful Games 

Bruce Shelley 

Friday, March 23 • 4-spm 
J2, Convention Center 
This presentation discusses approximately 
fifteen guidelines to be followed by 
developers so that their games will sell 
successfully. The more closely these 
guidelines are followed, the better the 
chance of the game's success. The 
guidelines are the result of 20 years of 
practical experience in making games, 
working with talented colleagues, and 
seeing what has worked and what has not. 
Where possible, each point is illustrated 
with an example or anecdote. 
This session is for anyone who wants to be 
inspired to go outside the visual norm of 
hyper-realism in videogame creation. 

Creating a successful game depends on 
targeting a sufficiently wide audience to 
make success possible, planning a winning 
game that appeals to that audience, and 
then following a development methodology 
that delivers the game as planned. The 
guidelines presented help developers 
through each of these steps. 

Lecture - Intermediate 

Real-Time Full Sce ne Antialiasing for PCs 

& Consoles 

Kenneth Mitchell 

Saturday, March 24 • io:30-n:3oam 
San Jose Civic Auditotium 
Jaggies is the term given to images that are 
rough and blocky when they should appear 
clear and sharp. Until recently, jaggies have 
been accepted as a necessary evil of 
graphics in games. With the emergence of 
techniques for antialiasing that help 
eliminate these artifacts, games are 
beginning to materialize with high-fidelity 
images. As a result of such advances, game 
players are more sensitive to aliasing 
artifacts and associate the level of aliasing 
with the overall quality of the product. The 
good news is that there is a range of 
techniques that can be employed on current 
PCs and consoles to reduce the problem 
effectively. This lectue covers real-time 
techniques for antialiasing and their 
suitability for each platform, from 
Dreamcast to Xbox. In particular, attention is 
focused on alternative methods for full- 
scene antialiasing on PlayStation2, 
including a number of bonus special effects 
that naturally arise from these methods. 
Attendees learn the issues associated with 
aliasing problems in computer game 
graphics and gain knowledge on the 
benefits and pitfalls of real-time full-scene 
antialiasing for PCs and consoles. 


The Digital Distribution Revolution: 
Lessons Learned erom Napster 
Rob Glaser 

Saturday, March 24 • 12-ipm 
San Jose Civic Auditorium 
Using the Internet as a distribution platform 
for games has long been considered the 
Holy Grail for developers and publishers, yet 
over the years, largely failed to materialize. 
The past year, however, has seen the market 
for digital distribution of PC games finally 
take flight due to a number of game 
development advances and infrastructure 
related improvements. The coming year 
promises to have this distribution medium 
explode with the same fury that digital 
music experienced from the popularization 
of MP3 and grass roots growth of Napster 
and other music client technologies. Several 
companies are pioneering the digital 
distribution of games with great success and 
the promise of new platforms including the 
PS2 and the Xbox with connectivity and hard 
drives will accelerate momentum. The focus 
of the session is on how this new platform 
will evolve drawing on experience and 
lessons learned from the music industry and 
how developers should prepare to capitalize 
on this revolution. We will look at the 
creative and technical challenges of this new 
medium as well as how money will be made. 

the 3rd annual independent games festival 



The Independent Games Festival celebrates the best independently developed games 
from around the globe. Established as an event for recognizing new game development 
talent, the IGF fosters innovative design and technical achievement and cultivates 
relationships between independent game developers and commercial publishers. The IGF 
solicits entries from independent game developers worldwide and chooses the best 10 
games to showcase at the GDC. 



Participate & Interact 

See the best independently developed games and 
play the finalist games at the IGF Pavilion, in the 
upper lobby of the convention center. Cast your vote 
for this year's Audience Award, to be announced at 
the Game Developers Choice awards. 


Come to the IGF Awards Ceremony, Thursday 
evening, March 22, at 7:30pm in Parkside Hall to 
recognize and celebrate this year's winners. 


The 2001 finalists are: 

■ Archmage: Stabat Mater 

Developed by Mari Telecommunications Co., Ltd. 

Chase Ace 2 
Developed by Space Time Foam 

Hardwood Spades 
Developed by Silver Creek Entertainment 

■ Hostile Space 
Developed by Interadventure 

■ IronSquad 

Developed by Gigantic Games 

■ SabreWing 

Developed by Wild Tangent 

■ Shattered Galaxy 
Developed by Nexon 

■ Strifeshadow 

Developed by Ethermoon Entertainment 

■ Takeda 

Developed by Magitech Corporation 

■ Virtual U 

Developed by Enlight Software 


From the 10 Festival Finalists, winners will be 
announced in the following categories: 

• Technical Excellence 

• Best Visual Arts 

• Best Audio 

• Best Game Design 

• Audience Award 

• Seumas McNally Grand Prize 

The Seumas McNally 
Grand Prize Award 

The Gama Network is pleased to 
announce that it changed the name of 
its Independent Games Festival (IGF) 
Grand Prize award to the Seumas McNally Grand 
Prize. McNally was the lead programmer and 
president of Longbow Digital Arts, a small developer 
that was designing a robust tank shooter titled Tread 

After sweeping the 2000 IGF awards, winning in 
three categories — including the coveted grand 
prize, Seumas lost his battle against Hodgkin's 
disease at the young age of 21. 
"Seumas McNally impressed everyone with his 
technical expertise and determination to complete 
this year's winning game, Tread Marks. He dedicated 
the last years of his life to finishing the wonderful 
game. But even more important, he was a caring 
person who was generous with his time and 
knowledge. He is an inspiration to us all, and we 
miss him greatly," said IGF chairman Alex Dunne. "By 
renaming the top IGF award in his honor, we hope to 
uphold the same spirit that Seumas so freely 
displayed to those who shared his passion for game 

Student Showcase 

View the upcoming, new development talent in the 
first ever IGF Student Showcase. 

Platinum Sponsor: 

Gold Sponsor: 


Gigex is proud to provide service for downloadable 
games for IGF Finalists. 

The International Game Developers Association is a 
proud supporter of the IGF. 

general interest sessions 


Lecture - Intermediate 

Comics & Games: Separated at Birth? 

Scott McCloud, author of Understanding 
Comics & Reinventing Comics 

Thursday, March 22 • io:30-ii:3oam 
B2, Convention Center 

An industry that enjoys popular acceptance 
and recognition in Japan, suffers by 
comparison in the United States despite its 
size; where too often creative vision fails to 
learn how to capture the imagination and 
participation of its audience. Where business 
issues, like lack of shelf space and mainstream 
appeal, collude with derivative concepts 
endlessly regurgitating the same old genres. 
An art form, with few exceptions, that lacks a 
critical self-awareness and analysis of its 
successes and failures. An art form that has the 
potential to be taken as seriously as its older, 
more established brethren like film, music and 
literature - or, cast into juvenile, disposable 
pop culture distractions, like toys. 
We're talking about comics - perhaps the 
media with the closest similarities to computer 
games. From its freedom to manipulate space 
and time to its use of archetype, icon, and 
audience identification, the lessons learned (or 
not learned) by the comics industry should be 
carefully considered by game developers. 
Scott McCloud, author of Understanding 
Comics & Reinventing Comics, talks about his 
experiences deconstructing his own genre in 
Understanding Comics - something yet to be 
done in our field - by discussing issues of 
design and narrative and where creative issues 
cross over from comics to game design. And, as 
the forces of commerce and technology 
changed comics, hear Scott's take on the 
challenges facing the comics industry - 
frighteningly similar to the challenges facing 
our own -as he charts the future of the comics 


From Amiga to the Next Videogame Frontier - 

Wireless Multiplayer Gaming 

Rj Mical 

Friday, March 23 • 5:30-6:3opm 

Bi, Convention Center 

In 1984, the Amiga changed the world of home 
entertainment by providing the raw power 
needed to create modern videogame for the 
home. The videogame industry has grown from 
Pong and Pac-Man to Quake III: Arena and 
Everquest. Now the industry has come to 
another turning point - wireless multiplayer 

The next revolution is upon us. Through the 
convergence of high-end videogames, PDAs, 
MP3S, email, and cell phones, consumers will 
be able to play games, communicate with their 
friends, listen to their favorite bands, keep 
track of the important details of their lives, and 
surf the Internet using a single piece of 
hardware the size of a human hand. 

RJ Mical, vice president of software, Red Jade, 
will discuss the implications of this pending 
wireless revolution has for videogame 
developers. An industry legend best known for 
developing the first Amiga Computer and co- 
inventing the Lynx handheld game system and 
the 3DO entertainment console, Mical can 
discuss the evolution of the industry and 
provide perspective on the future of videogame 

Lecture -All Levels 

Technology Five Years from Now 

David Braben 

Saturday, March 24 • io:30-ii:3oam 
B2, Convention Center 
Many in our business have lost sight of the 
long-term. Talk and planning of games now is 
still technology-led, by platform at least. It's 
been a long time since films were sold by their 
technology (Cinemascope and the like), and 
this selling purely by content can be taken as a 
sign of a mature market. With the so-called 
next-generation machines we are at a 
watershed. Our industry has the opportunity to 
approach this same state of maturity, but there 
are a number of obstacles before we can truly 
get there. Many of today's technologies have 
reached a practical limit in what can be 
achieved, and as such restricts game design. 

Tomorrow's technologies should not. This 
lecture looks at these technologies including 
natural animation, speech, and network play, 
and discusses ways these can be dealt with in 
the future to enable us to move out of the 
existing genre-bound straitjacket. 

Lecture - All Levels 

Trends & Style Elements in a New Genre Game 
Tetsuya Mizuguchi 

Friday, March 23 • 4-spm 
B2, Convention Center 
Following up on last year's well-received 
presentation on the making of Space Channel 5, 
Tetsuya Mizuguchi is joining the Game 
Developers Conference 2001 from Japan to 
discuss his next project. This lecture discusses 
the creative execution of his newest game, a 
title that redefines all current genres. 

Lecture -All Levels 

Unwired Games! Wireless Multimedia 

Game Design 

Robert Tercek 

Thursday, March 22 • 2:30-3:3opm 
Bi, Convention Center 

Wireless is the fastest growing industry in the 
world. Global demand is surging as third- 
generation networks are introduced in Asia, 
Europe, and North America. Games and 
interactive entertainment are the hottest sector 
in this market. Beginning in 2001, wireless 
networks will be upgraded for wideband data 
delivery, including multimedia. The new mobile 
devices are equipped with color video screens 

and cameras. What can we learn from the 
leading game products on NTT DoCoMo's I- 
mode service and the WAP services on 
networks worldwide? What are the design 
principles for successful networked 
multiplayer games on mobile devices? How will 
wireless game design evolve as multimedia is 

This seminar will provide real case-study 
information about the current hits, with a focus 
on the network gameplay features that make 
these games successful: viral game design, 
communications and messaging, server side 
event generation and virtual worlds, and real- 
time versus turn-based gameplay. It will 
address the rollout and capabilities of next- 
generation platforms, including rich media 
capability. Examples and demos from around 
the world will be shown. 
Every attendee who seeks an overview of 
wireless activity from around the world should 
be sure to participate in this seminar. 

Lecture -All Levels 

What are the Cultural Borderlines of Games? 
Masaya Matsuura 

Thursday, March 22 • 4-5pm 
J2, Convention Center 
Today, the technical differences among 
hardware standards and platforms are no 
longer a major obstacle in videogame 
production, and the focus is shifting even more 
sharply to software. Can videogames do what 
no other medium in history has ever achieved 
and evolve into a universal culture in their own 
right? It is from this type of broad perspective 
that we hope to explore, with you, the full 
potential of videogames. 

Lecture- Advanced 

Will Games Ever Become a Legitimate Art Form? 
Ernest Adams 

Saturday, March 24 • io:30-ii:3oam 
J2, Convention Center 
Can interactive entertainment be art? The 
question matters more than one might think. 
Art is protected by the First Amendment; toys 
and games are not. In this lecture, Adams will 
discuss what it would mean for games to be 
art, and whether it's possible to achieve that 



international game 
developers association 



The International Game Developers Association (IGDA) is an independent, non-profit 
association established by game developers to foster the creation of a worldwide game 
development community. The IGDA's mission is to build a community of game developers 
which leverages the expertise of its members for the betterment of the industry and the 
development of the art form. 

The IGDA is pleased to present this full load of sessions throughout the GDC Classic 
Conference. As a reflection of the IGDA's mission, the sessions outlined below address the 
most relevant issues affecting the developer community today: areas of public debate and 
concern; establishing local development communities to keep the association close to where 
you live and work; facilitating peer-to-peer networking and knowledge sharing. Furthermore, 
we are offering a means by which you can get involved - nearly all sessions are directly 
linked to committee work, outreach efforts or the like, where your contribution and input is 
extremely valued. 

Roundtable - All levels 

What are the Best Strategies to Produce Art in a 

Corporate Environment? 

Richard Hilleman 

Thursday, March 22 • 9-ioam 
San Carlos II, Hilton 

We will try and surface ideas to extend the art form 
of game development, while surviving in the 
increasingly corporate operating units that build 
and sell the final product. Several successful 
designers and developers will discuss their 
experiences, both successful and not. Attendees are 
encouraged to share their views and experiences in 
dealing with creative freedom and the often uphill 
battle they must endure. 

Roundtable - All levels 

More than a D-Cup & a Laser Pistol: 

Women in Game Development 

Sheri Graner Ray 

Thursday, March 22 • 2:30-3:3opm 
San Carlos II, Hilton 

While the numbers are slowly improving, there is still 
a wide gap between the number of men and the 
number of women employed in the game 
development industry. Is there a reason? Is there 
anything we can do to help close that gap? Can, or 
should, it be closed? Come meet with others in the 
game industry who are interested in helping women 
find fulfilling careers in the game development 
industry. We will discuss the state of the industry 
today, current "role models" and "mentors", a 
woman's role in game development, networking, how 
to get a start, and how the IGDA can help. 

Roundtable - All levels 

Targeting Children? The Marketing of 

Violence in Video Games 

Chris Corallo 
Daniel Greenberg 

Thursday, March 22 • 4-spm 
San Carlos II, Hilton 

Last year's FTC report "Marketing of Violent 
Entertainment to Children" blasted TV, movie, and 
video game companies for routinely "targeting" 
violence at children and violating our own ratings 
systems. Media companies came under fire for 
deceptive and manipulative tactics. We've seen an 
explosion of sensational stories in the media, attacks 
from Washington and a barrage of new legislation 
around the country. Game developers are also in the 
crossfire, facing external pressure for content 
changes. Has this affected your work? Should it? 
Does our rating system work? What role do 
developers have in formulating marketing policies for 
the games we create? Are we out of the loop when it 
comes to marketing? Or can we help to design 
coherent marketing guidelines in collaboration with 
publishers? Join us to take some shots at the issue of 
ratings systems and the marketing of violence. 

Roundtable - Advanced 

Long Term Technical Research 

John Buchanon 

Thursday, March 22 • 5:30-6:3opm 
San Carlos II, Hilton 

The IGDA's Education Committee was charged with 
analyzing the kinds, and quality, of interaction 
between the game development and academic 
communities and recommending ways in which 
closer ties might be forged. One area in which 
interaction is desirable is in long-term technical and 
scientific research (e.g., 3D, Al, networking, etc). This 
roundtable will begin with a brief presentation of the 
Education Committee's thoughts on what we mean 
by "long-term research," processes and approaches 
we feel might encourage further research and, finally, 
some specific research topics the Committee feels 
could productively be addressed in a university 
setting. Following this introduction, the session will 
involve group discussion of the Committee's findings, 


suggested approaches and specific topics. 
Our goal is to come to conclusions about 
what developers and educators have to offer 
each other in the long term. We hope to focus 
on ways in which developers and educators 
can collaborate in solving long-term 
problems. These research projects should 
benefit the game industry while resulting in 
masters and PhD quality research in 
computer science as well as in other relevant 
engineering disciplines. 

Roundtable - All levels 

Tales from the Loneliest Frontier: 

the Freelancer's Roundtable 

Francois Dominic Laramee 
Friday, March 23 • 9-ioam 
San Carlos II, Hilton 
This session brings together game 
development professionals who have chosen 
to forego the traditional employment market 
in favor of starting their own one-person 
businesses (or special-purpose service 
shops) and who sell their expertise to a 
variety of clients, either as on-site 
consultants or remote members of a virtual 
team. The session will begin with a short 
discussion of the "state of the industry" with 
regards to freelancers. The bulk of the 
allotted time will then be devoted to a 
discussion of contracts (what to insist on and 
what to avoid), how to handle a freelance 
business and prepare for the life changes 
which it may entail, and any other topic of 
interest to the participants. 

Roundtable - Advanced 

Fusing Traditional Computer Graphics with 

Game Development: ACM SIGGRAPH's 

Outreach to the Game Developer Community 
Scott Owen, Theresa-Marie Rhyne, 
Alyn Rockwood 

Friday, March 23 • io:30-n:3oam 
San Carlos II, Hilton 

This roundtable will highlight efforts of the 
Association for Computing Machinery's 
(ACM) Special Interest Group on Graphics 
(SIGGRAPH) to outreach to the game 
developer community. The need for 
traditional computer graphics researchers to 
understand the needs and requirements of 
game developers will be discussed as well as 
the role the game developer community can 
play in enhancing future directions in the 
evolution of the computer graphics field. 

Lecture -All levels 

Organizing Local Groups 

Steve Meretzky 

Thursday, March 22 • 2:30-3:3opm 
L, Convention Center 

For those thousands of game developers who 
don't live in the Bay Area and who can't travel 
to the GDC each year, working in our industry 
can be an isolating experience. In Boston we 
have an antidote: a monthly get together, 
called Post Mortem. Now in its third year, it 
allows for social contact and sharing 
information between people at different 
game companies, independents, and 
wannabees. Even more importantly, it has 
begun shaping the region's game developers 
into a community. This talk will be practical 
advice on how to form a group in your neck of 
the woods. Topics included are reaching the 
most people with the least effort, financing 
gatherings, organizing things to run as 
automatically as possible, spreading the 
workload, and ensuring that the effort won't 
fade away with the departure of one key 

Roundtable - All levels 

The Useful, Non-Obvious & Novel Roundtable 

Marco Pinter 

Friday, March 23 • 4-5pm 
San Carlos II, Hilton 

Software patents - the concept is defended 
by some, attacked by many, yet it is unlikely 
that the institution will ever be eliminated. 
Should we then, as an industry, provide 
guidance to the Patent & Trademark Office? 
Perhaps we can help them avoid granting 
patents for concepts that are obvious and 
overly general. And if the process of 
programming is in fact the constant invention 
of new algorithms, what makes a particular 
approach to a problem unique and insightful 
enough to merit a patent? These are the 
issues that will be discussed at this open 
roundtable. The goal will be to generate 
substantial input from attendees, which will 
lead to a set of recommendations for the 
Patent & Trademark Office, clearly describing 
how to evaluate if concepts are non-obvious 
and unique enough to merit a patent. 

Panel -All levels 

More than Frequent Flier Miles: 

Creating a Successful Int ernational Pubiisher 

Tom Crago, Gabor Kadas, John De 


Laura Simmons 

Friday, March 23 • 5:30:-6:3opm 
San Carlos II, Hilton 

This panel of international developers and 
publishers discuss how to build a 
relationship that is not affected by distance 
or time zones. Developers share their 
insights on how they have successfully 
managed to pitch, develop and complete 
world-class games while working with a 
publisher on the other side of the world. This 
panel will examine how to go beyond 
contracts, currency conversion and language 
barriers to create the communication and 
trust skills that are critical to working with 
international publishers. Hear how both 
sides have come up with workable solutions 
for time zone challenges, translation issues 
and localized marketing. Examples of 
successful international developer/publisher 
relationships will be examined and 

Roundtable - All levels 

QA: Cannon Fodder of the Game Industry 

Douglas Noel 

Saturday, March 24 • 9-ioam 
San Carlos II, Hilton 
Often on the bottom rung of the game 
industry's professional ladder, Quality 
Assurance departments are in the best 
position to get dumped on. When a new 
game ships, players assume that bugs in the 
final version were never found by QA. When a 
serious bug disrupts a game's schedule, the 
first place people point fingers is QA. The 
game industry is the only part of the software 
industry that generally staffs its testing 
departments with "QA Testers" instead of 
"QA Engineers." These testers are generally 
under-trained young people trying to get in 
the door of the game industry. Because of 
this, QA groups are often relegated to the 
monotonous tasks of banging on games for 8 
hours a day for 6-12 months. The purpose of 
this roundtable is to talk about how QA 
departments can become respected, 
professional parts of the game development 
process. We'll discuss the problems QA 
groups often encounter while trying to assure 
quality, how to deal with these problems and 
how to create a professional Quality 
Assurance group in the game industry. 

igda sessions 


Working Group - Advanced 

Online Games Committee Meeting 


Alex Jarett 

Saturday, March 24 • io:30-ii:3oam 
San Carlos II, Hilton 

Although it is generally accepted that online gaming 
will become a major platform in games, this market 
is still in the early innovative stage. The purpose of 
the Online Games Committee is to document, publish 
and present an annual white paper on key trends, 
business models and technologies in online gaming. 
The results of this Committee will be a white paper 
plus a panel presentation at next year's GDC. The 
Committee will be composed of online game 
development professionals, who will be responsible 
for putting together the document. Members of the 
Online Games SIG and online game development 
community will be polled and solicited for input and 
should attend this first planning session if interested 
in contributing to the Online Games Committee. 

Roundtable - All levels 

Local Community Building Strategies 

Jonas Eneroth 

Saturday, March 24 • 2:30-3:3opm 
San Carlos II, Hilton 

How can IGDA chapters motivate their local 
development community to get involved? What are 
you, as a member, looking for? What do you want 
from your local Chapter? A number of organizations 
represent various segments of our industry but only 
the IGDA supports the core - us as programmers, 
artists, designers etc. Now that the IGDA is 
expanding rapidly, not only in the US but more 
importantly globally, help us to help you. This is the 
time to help your local Chapter serve you better, to 
get involved and to make a difference. This informal 
roundtable will be a forum to discuss strategies that 
work, those that don't and what the development 
community wants from their local IGDA Chapter. 

Roundtable - All levels 

Bonfire of the Humanities: Long Term Research 

in the Soft-Sciences 

Henry Jenkins, Warren Spector 

Saturday, March 24 • 4-spm 
San Carlos II, Hilton 

The IGDA's Education Committee was charged with 
analyzing the kinds, and quality, of interaction 
between the game development and academic 
communities and recommending ways in which 
closer ties might be forged. One area in which 
interaction seems both desirable and, unfortunately, 
lacking is in long-term research in the areas of game 
design and gaming's cultural impact. This roundtable 
will begin with a brief presentation of the Education 
Committee's thoughts on what we mean by "gaming 
research," processes and approaches we feel might 
encourage further research and, finally, some 
specific research topics the Committee feels could 
productively be addressed in a university setting. 
Following this introduction, the session will involve 
group discussion of the Committee's findings, 
suggested approaches and specific topics. Our goal 
is to come to some conclusions about what 
developers and educators have to offer each other in 
the long term. We hope to focus on ways in which 
developers and educators can collaborate in solving 
long-term problems. 

These research projects should benefit the game 
industry while resulting in MSc, MA and PhD quality 
research in the humanities as well as in the "soft" 
sciences directly relevant to game design and 

Roundtable - All levels 

Secrets of Successful Indie Developers 

Steve Pavlina 

Saturday, March 24 • 5:30-6:3opm 
San Carlos II, Hilton 

The explosive growth of the Internet has 
permanently changed the rules, and now more than 
ever it is possible to succeed as an indie game 
developer by selling your games direct. If you've 
made the decision to go indie, then you know how 
important it is to stay connected and learn from 
others, join us in this roundtable to voice your 
opinions on all aspects of running an indie games 
business, including low-budget marketing 
techniques, distribution methods, third-party 
licensing, and more. Let's learn from each other by 
sharing our experiences and resources. 





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3D Game Engine Design: A Practical Approach to Real-Time 

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— Steven Woodcock, Raytheon 

An Introduction to 

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David F. Rogers 

ISBN 1-55860-669-6 

344 pages; $49.95 

Advanced RenderMan: 

Creating CGI for Motion 



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Anthony A. Apodaca & 

Larry Gritz 

ISBN 1-55860-618-1 

512 pages; $49.95 

Curves & Surfaces in 

Geometric Modeling: 

Theory and Algorithms 

Jean Gallier 

ISBN 1-55860-599-1 

512 pages; $69.95 

An Introduction to 
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Edited by Jules 

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Visual Effects in A Digital 

Karen E.i 
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a recommended sessions 


The following GDC sessions have been handpicked by the IGDA for their relevance to the IGDA's 
objectives. Attendees who share the some concerns and goals of the IGDA are encouraged to attend 
the below sessions in addition to the IGDA presented content (previous page). Where possible, an 
IGDA representative will be present at the below sessions, in order to provide info on related IGDA 
initiatives, allowing attendees to take their interests beyond the show... 





Social, Developer Concern Related 

■ Game Design & Game Culture 
Game Design 

Saturday, March 24 


San Jose Civic Auditorium 

■ Hit Games with Social Value: 
What's Stopping You? 
Game Design 

Thursday, March 22 


San Carlos I, Hilton 

Friday, March 23 
Pacific, Hilton 

Software Patents: The Good, 
the Bad & the Ugly 
Business & Legal 

Thursday, March 22 
San Carlos I, Hilton 

Friday, March 23 


E, Convention Center 

Saturday, March 24 


San Carlos I, Hilton 

Will Games Ever Become a Legitimate Art Form? 
Game Design 

Saturday, March 24 


]2, Convention Center 

Developer/Team Building 

■ The Art of Teamwork 

Tuesday, March 20 


Ai, Convention Center 

Designing Your Company Culture: 
Westwood Studios Over 15 Years 

Thursday, March 22 


B2, Convention Center 

■ Getting to the Next Level: All the Cheats on 
Employee Nirvana 

Business & Legal 

Saturday, March 24 


Fi, Convention Center 

■ The Power of Talent 
Business & Legal 

Friday, March 23 


Crystal, Fairmont 

■ The Reality of Starting an Independent Game 

Business & Legal 

Saturday, March 24 


A3, Convention Center 

Business Topics for Independent Developers 

Getting What You Need Out of Your 
Development Contracts 
Business & Legal 

Wednesday, March 21 


A2, Convention Center 

■ Audio Business Issues Roundtable 

Thursday, March 22 


D, Convention Center 

■ Developers Working to Make the Most of 
Marketing & Sales 

Business & Legal 

Friday, March 23 
Crystal, Fairmont 

Financing a Game Development Company in 
Today's Market 
Business & Legal 

Saturday, March 24 


Bi, Convention Center 

igda recommended sessions 

I Independent Development & Publishing: 
Case Study 
Business & Legal 

Friday, March 23 
Gold, Fairmont 

Pitching Your Title: Steps for Success 
Business & Legal 

Thursday, March 22 


Fi, Convention Center 

I Publisher Contracts That Protect Your 
Title & Team 
Business & Legal 

Thursday, March 22 


Ji, Convention Center 

I Publishers Speak 
Business & Legal 

Friday, March 23 
Gold, Fairmont 

I Speak the Lingo: Pitching Ideas 
Business & Legal 

Thursday, March 22 


Santa Clara II, Hilton 

Friday, March 23 
Santa Clara I, Hilton 

Saturday, March 24 


Santa Clara II, Hilton 

What Does It Take to Negotiate a 
Good Contract? 
Business & Legal 

Thursday, March 22 


B2, Convention Center 

game tuning workshop 

game tunin 



Tuesday & Wednesday, March 20 & 21 


Club Regent, Fairmont 

Marc LeBlanc 
Greg Costikyan 
Doug Church 
Skaff Elias 
Richard Garfield 
Austin Grossman 
Eric Zimmerman 

This intensive 2-day workshop explores the concept of tuning in game design. Through hands-on 
activities, group discussion, analysis and critique, attendees explore the iterative process of 
refining a game design and discover formal abstract design tools that will help them think more 
clearly about their designs and make better games. 

The workshop begins with attendees divided in small groups, playing various games chosen to 
represent a broad range of game design rules, models, and techniques. Drawn from various 
media, including board and live-action participation games, the example games serve as a 
starting point for discussing how abstract design tools apply to electronic games. Through 
collaboration, discussion and play, attendees deconstruct the games' designs, analyze their flaws, 
and brainstorm creative ways to tune the gameplay, using the principles identified in the 
critiques. A variety of game design "failure modes" are covered, including degenerative 
strategies, lack of player interaction, and balance issues. Later in the workshop, attendees are 
asked to extend or expand a game, adding new features or accommodating new design 
requirements, such as number of players or characters. These exercises challenge attendees to 
analyze and identify the design principles at work in a game, and to think flexibly and creatively 
while working within design constraints. In addition to these analysis-and-revision exercises, 
attendees gain further practical experience working with these models through brief collaborative 
design projects, brainstorming sessions, critical analysis and discussion. 




game tuning 

High Concept and Goals 
Participants will: 

• Spend 2 intensive days analyzing games 
and solving game design problems. 

• Collaborate and share ideas with 
industry peers. 

• Interact with "industry veterans" whom 
they respect. 

• See game design formalisms in action. 

Other lessons that emerge from the 

This last point is really important: 
while we will be sure to provide content in 
the form of exercises and activities and 
the occasional lecture, we hope that the 
format will prove to be an opportunity for 
attendees to learn from each other, above 
and beyond the content we provide. To 
that extent, the format is the content. 

This workshop is: 

• An experiment. 

• Designed to be hands-on. 

• Focused on the tuning process. 

• Grounded in a formal approach to 
game design. 

• Intended to be open-ended. 

This workshop isn't: 

• About the game industry or the 
"profession" of game designer. 

• Directly concerned with the early stages 
of game design (e.g. writing documents, 
pitching ideas). 

• A one-way street. (You will be called 
upon to participate actively, as well as 
listen actively.) 

What you'll be doing: 

• Playing games. 

• Discussing games. 

• Analyzing their design. 

• Modifying and improving their design. 

A few ground rules: 

• Please attend the whole thing. 

• Be specific. Get down to the details. 
(Don't use vague words like "fun" or 

• Collaborate, share, and encourage. (It's 
more about collaboration than debate.) 

What we mean by "tuning:" 

Tuning is the incremental process of 
improving a game design through 
iterations of analysis and revision. 

What we don't mean: 

Tweaking parameters, "fiddling with 
knobs." (Our notion of "tuning" is broader 
than the notion of "parameter tweaking.") 

A formal tuning process: 

• Know your aesthetic goals. 

• Analyze your design: How does it fail? 

• Apply a formal model. 

• Revise your design. 

• Learn. 

• Repeat. 


Exercises will be conducted in classrooms 
of 30-35. Each classroom will have 3 
faculty members: one section leader and 2 
counselors. Section leaders run the 
exercises and manage the classroom. 
Counselors are there to participate in 
exercises, kibitz, and generally shepherd 
the interaction in a productive direction. 

Each classroom will be running a different 
exercise. Each exercise will be run twice, 
once in the morning and once in the 
afternoon. In the afternoon, attendees will 
choose a different classroom (and thus a 
different exercise) from their morning 

Exercises follow roughly the 
following format: 

• Attendees divide into groups of about 
5-6 people. 

• The section leader presents the rules 
and equipment for a game. Everyone 
plays for about 25 minutes. 

• The section leader presents a new 
design goal (or constraint) for the game. 
In their small groups, attendees modify 
the game to accommodate the new 
design requirement. 

• The small groups present their results to 
the entire class. Faculty-moderated 
roundtable discussion ensues. 


Electives will be conducted in groups of 
roughly 15 people, run by one faculty 
member. Each faculty member will be 
asked to run an elective. Six electives will 
run each day, two to a classroom. The 
format and content of each elective will be 
up to the faculty member running it. Most 
electives will run only once. One or two of 
them will have to run twice, once on each 
day. Electives will probably require sign- 
up during lunch, so that the more popular 
ones aren't overcrowded. 

Possible electives include: 

• Additional exercises. 

• Playing and critiquing a game with the 
designer present. 

• Lectures. 

• Discussion groups. 

Take Away: 

Game designers leave this workshop with 
new abstract tools for analyzing and 
improving their own game designs, a 
deeper understanding of the tuning 
process, and other lessons that emerge 
from the small group discussions with 
their peers. 



dav one 







Shockwave & Flash 

Rett Crocker, Scott Kim, Brian Robbins, 
Gary Rosenzweig 

A8, Convention Center 

Web-based games have come of age with hundreds 
of sites and thousands of games available for web 
surfers to play right in their browsers. Shockwave 
(made with Director) and Flash are seen as the 
primary development tools for such games, offering 
rapid development and cross-platform compatibility. 
Since both programming environments are made by 
Macromedia, it's fairly easy to develop games with 
either one using the same engineers and artists. 
We'll look at the differences between the two 
programs and determine which is best suited to 
various situations, depending on such factors as the 
experience and skills of your programming staff and 
different design approaches. 

Prerequisite: While those not familiar with Director 
or Flash will leave with good background 
information, attendees with beginner or intermediate 
skills in the programs will benefit most. Those who 
know one program, but not the other, should also 

Takeaway: Attendees will leave with some web- 
based game ideas, an understanding of Flash and 
Shockwave for games, some expert techniques, and 
paths to learn more about these versatile 
programming environments. 


Beyond Story: Making Games That Mean Something 

Lee Sheldon 

Bi, Convention Center 

It is past time to move beyond the myths that story 
and gameplay don't mix, or that meaningful human 
drama will somehow emerge on its own if you simply 
build the environment. There are enough articles, 
lectures, and roundtables that debate these topics. 
In this tutorial, we go beyond the debate and simply 
learn how to create stories and games that mean 

From literature, drama, and film, we draw those 
elements of cross-media storytelling that apply to 
games as much as any other medium: character, 
theme, dialogue, conflict, pace, and many more. We 
specifically examine techniques for the construction 
of emotionally involving game stories in solo games 
and persistent worlds. We explore the story keys that 
can unlock the elusive mysteries of the true mass 
market, to gain us the critical respect for our 
products enjoyed by other media. 

At the same time, we create and walk through an 
entirely modular game story which can be "played" 
in any order: it adapts to the choices players make, it 
is as much a part of the game as any other design 
element, and it does this without sacrificing 
gameplay or the power of the story itself. Wear 
comfortable shoes. 


Analyzing & Learning from Great Games 

Noah Falstein 

Ji, Convention Center 

One of the best ways to learn how to make new hits 
is to understand how it's been done before. This 
tutorial analyzes in depth the strengths and 
weaknesses of several hit PC and console games, 
shows how and why they work, and suggests how to 
apply those lessons to future titles. All aspects of 
game design are covered, with particular emphasis 
on structure, genre conventions, story (or the lack 
thereof), and balance. Games analyzed included Sid 
Meier's Civilization, Mario 64, Diablo II, and other 
releases from late 2000 and early 2001. 
It is strongly recommended that you play Diablo II 
and Mario 64 for at least a few hours before 
attending this tutorial. 


The Art of Teamwork 

Charles Crutchfield, James Keenan 

Ai, Convention Center 

To survive and thrive in the game industry today, one 
skill is becoming increasingly necessary: the ability 
to work productively as part of a large team. The 
push towards content and feature-heavy games is 
driving the size of teams up and up. The ability to 
share expertise and coordinate effort while creating 
and managing vast bodies of data is now required to 
succeed. Add in the clash of personalities and job 
functions, and you've got yourself an extra hill to 
climb every single day. This tutorial provides tools, 
practices, and ideas to help you climb that hill. "The 
Art of Teamwork" is an approach that provides you 
with increased facility in building teams and tapping 
the power that they can generate. Using a model of 
interaction based on the martial arts and Eastern 
philosophy, we train participants to recognize and 
work with the dynamics of interpersonal 
relationships and communication in a way that 
promotes cooperation and coordinates effort easily 
and naturally. 

Prerequisite: This tutorial is for managers who must 
work with diverse teams and departments to achieve 
common business goals; leaders who are looking for 
effective ways to model or define the corporate 
vision and direction; teams wrestling with issues of 
alignment, conflict, or resource constraints; and 
global organizations that want to minimize cross- 
cultural friction without losing the benefits of cross- 
cultural diversity. 

Takeaway: Participants will learn to bring together 
individual goals and team objectives, work 
effectively with others in the face of uncertainty, 
communicate efficiently with a diverse audience, 
provide leadership and draw leadership from every 
member of your team, form teams quickly and 
effectively for projects that last an hour or a decade, 
recognize danger signs that show where a team is 
falling into trouble, understand more clearly what 
other people are working towards and how to 
interact with their efforts to further your mutual 
goals, maintain clarity and focus in the chaotic 
environment of the business world, and see one's 



own actions and the commitments and 
values that lie behind them. Please note: 
although firmly based in the principles of 
martial arts, "The Art of Teamwork" 
assumes no prior experience and does not 
involve violence or aggression. 


Linux in Game Development 

Bernd Kreimeier, Sam Lantinga, 
Keith Packard, Daryll Strauss, 
Michael Vance 

Ci, Convention Center 

For years, Linux has proven itself as the 
backbone of Internet gaming, providing 
thousands of servers for games such as 
Half-Life and the Quake titles. Competitive 
hardware drivers combined with Linux's 
robust and versatile operating system make 
the Linux desktop a professional target 
platform, covering the range from SGI's 
Visual Workstations to PCs, set-top boxes, 
and embedded systems. Participants can 
expect a thorough review of development on 
and for Linux, distilled from the hands-on 
experience of the Loki coders who ported 
titles such as Myth 2, Heretic 2, Heavy Gear 2, 
and Civilization: Call to Power to Linux. 
Topics include: Linux state of the art, cross- 
platform development, Linux as a server 
platform, OpenGL graphics for Linux, 
streaming media and 2D graphics, digital 
and spatialized audio, input devices, 
portable data formats, and cooperative 


Lessons from the Bleeding Edge of 

multipl ayer gaming 

Greg Corson, Dave McCoy 

A5, Convention Center 
This tutorial shares lessons learned in 
working with Virtual World Entertainment 
(VWE), a networked multiplayer location- 
based game system developed between 
1990 and 1997. VWE used the highest-end 
equipment available at that time and offered 
a preview of the difficult problems now 
faced by today's PC and console developers 
as their platforms approach and exceed 
VWE's capabilities. These problems include 
designing compelling multiplayer games, 
stable high-frame-rate rendering, 
broadband networking, building tool chains, 
producing art, debugging and tuning these 
complex systems, and creating a social 
environment for players. VWE's senior 
developers recap lessons learned creating 
two games for the system: the giant robot 
combat game Battletech and the Mach-i, 
low-altitude demolition derby races of Red 
Planet. They also discuss the challenges of 
developing on complex cockpit computer 
systems with three CPUs, more than 80 
controls, seven video screens, and 
networking that allowed them to be played 

cross-country. Virtual World still does a steady 
business today on games designed almost ten 
years ago. 

Prerequisite:This material is of particular 
interest to programmers, artists, and game 
designers working on multiplayer networked 
simulation games for high-end platforms 
such as PlayStation 2, premium PCs, and 
Xbox. Much of the material is understand- 
able to anyone, though there will be 
occasional excursions into intermediate and 
advanced topics that require deeper 
programming and computer graphics 

Takeaway: Attendees will leave with many 
real-world-tested art, design, and 
programming techniques that can help get 
this kind of project done, produce better- 
looking artwork, make software more 
stable, and debug/tune it more quickly. Even 
more importantly, participants gain an 
understanding of the finer points of 
designing compelling multiplayer 
environments, including many social and 
psychological techniques for increasing 
players' emotional attachment to the 
environment and building a long-term game 


Advanced D1RECT3D 

Sim Dietrich, Richard Huddy 

A3, Convention Center 

This is a one-day course aimed at 
developers who are currently working with 
Direct3D using the DirectX 7 or 8 interfaces. 
The course aims to inform developers of the 
handling of modern high-performance 
accelerators to achieve both high 
performance and high-quality results. There 
are six principal sections to the course: 

• Pure performance: The measurement and 
pursuit of software efficiency, what tools 
can help and when; also, the effects of use 
and abuse of the Direct3D API. 

• Scalability: As the breadth of features 
available in consumers' machines 
increases, strategies for exploiting such 
diverse resources continue to increase in 

• Basic mistakes: A look at the most 
common problems afflicting Direct3D 
applications and ways in which they can 
be addressed. 

• Efficient animation using DirectX 8: 
Hardware implementations of skinning 
and morphing through the DirectX 8 API. 

• Migrating to DirectX 8: How to get there 
with as little pain as possible. 

• Using the API and hardware in novel 
ways: How we achieved Phong lighting in 

Prerequisite: Attendees should have a good 
grasp of the capabilities of modern 
hardware and direct experience coding the 
graphics side of DirectX 7 or 8. 

Takeaway: Participants will gain a better 
understanding of the dynamics of cutting- 
edge graphics hardware, leaving with a 
cookbook of ideas and techniques for high- 
performance, high-quality rendering 
techniques applicable to DirectX 8-class 
graphics hardware. 


Developing a 3D Model Rendering System 

for Consoles & PCs 

Robert Huebner 

J2, Convention Center 

Rendering articulated 3D character models 
is a core component of nearly any 3D game. 
This in-depth tutorial goes through all the 
steps involved in creating a commercial- 
grade 3D modeling system for both console 
and PC games. The process begins with 
exploring 3D art tools such as Maya and 3DS 
Max, and continues with defining the data 
structures required to store and render 3D 
models quickly. We then expand our system 
to enable articulated characters, skinned 
models, animation curves, and shaders. 
Advanced topics covered include level-of- 
detail systems and generation, 
compression, morphing, and multi-character 

Prerequisite: This tutorial is intended to 
enable programmers who have limited prior 
experience creating advanced 3D model 
rendering systems to create or improve upon 
their own commercial implementations of 
this core technology. 

Takeaway: Attendees will be provided with 
specific examples and code based on Maya, 
Xbox, and Direct3D rendering, as weli as 
Nihilistic's own commercial 3D model 
technology, the Nod engine. 


Cutting-Edge Techniques for Modeling 

& Simulation III 

Roger Smith 

A2, Convention Center 

This tutorial presents the most current 
simulation techniques being developed by 
U.S. military projects around the country, 
many of which are directly applicable to 
computer games and other forms of digital 
entertainment. This programmer-oriented 
tutorial describes the latest applications, 
inventions, and experiments in modeling 
physical actions, such as movement, 
detection, engagement, and 
communications; cognitive decision-making 
for leaders; computer-controlled soldiers 
and the effects of human emotions; and the 
representation of the land, sea, and air 
environments in which objects exist. The 
tutorial also describes methods for 
designing networked games and for linking 
different games so they can interact with 
each other. Fundamental principles for all 
military simulations are established. 



tutorials da 
one & two 







Overviews are given on the management of 
simulation events, synchronizing time in a 
distributed virtual world, and the validation of 
models. Learn the actual techniques that drive 
military programs (whose official labels are an 
alphabet soup: Simnet, Dis, Sedris, CCTT, SOAR, 
ModSAF, JSIMS, HLA, RTI, CBS, JANUS, and others) 
and how they can be applied to games. 
Designers and programmers will leave equipped with 
proven techniques for developing models, linking 
them together, and keeping them synchronized. 


Artificial Life for Computer Games 

Bruce Blumberg, John Funge, Craig Reynolds, 
Demetri Terzopoulos 

)3, Convention Center 

This course investigates new technologies aimed at 
enabling game developers to breathe life into their 
animated characters. The lecturers examine tools 
and techniques for turning non-player characters into 
autonomously functioning artificial life forms. 

• Craig Reynolds discusses how to give characters a 
repertoire of basic low-level behaviors, such as 
obstacle avoidance, path following, and flocking. 

• Demetri Terzopoulos introduces system integration 
issues, physics-based locomotion learning, and 
biomimetic modeling of sensory perception. 

• Bruce Blumberg describes flexible action-selection 
mechanisms, how to model emotion, and 
addresses the issue of learning appropriate 
behavioral response. 

• John Funge explains how to afford characters 
knowledge and reasoning abilities, enabling them 
to plan actions that achieve high-level goals. 

Takeaway: Participants will take away an 
understanding of the subcomponents of an 
autonomous artificial life form (AALF), how to build 
those subcomponents, how to make them operate as 
a cohesive whole, and why AALFs are useful in 
computer games. 


Maya: Art to Engine for the Entire Team 

Tim Brown, Nicholas Long 

C4, Convention Center 

This tutorial focuses on how to implement highly 
efficient production techniques effectively when 
creating real-time content. The skilled programmers 
and artists who present the material are members of 
the Maya development team, specializing in real- 
time content production. An AliaslWavefront in-house 
game creation called Mech Mutiny is used to 
illustrate and exemplify the topics and techniques 
explored throughout the discussions. Topics covered 
range from the creation of artwork and the 
importance of exporter/viewer components used for 
evaluation, to opportunities available for rapid game 
code development. Overall emphasis is placed on 
how these "pieces" can be integrated proficiently to 
tighten the iterative loop inherent in game 

The session is dynamic in its journey as it travels the 
pipelineof the development process, keeping 
programmers, level designers, and artists involved 
along the way. 



Paul Schuytema 

A7, Convention Center 

Game design is both a creative art form and a 
workmanlike craft. This tutorial looks at the design 
process in overview and distills several key 
touchpoints, which are essential for designers to 
grasp if they are going to craft a truly engaging and 
immersive game experience. 
The tutorial begins with the first major touchpoint of 
design: creativity. Explore the many aspects of a 
well-honed creative mind and work through a 
number of nuts-and-bolts creative exercises as the 
session uncovers the unique aspects of the creative 
genius as it applies to game design. This section of 
the tutorial ends with an energized group exercise of 
"spontaneous game-making." 

The second third of the tutorial deals with the 
touchpoint of character. Explore the primary aspects 
of compelling character development through 
discussion and exercises (working together and 
individually to craft a compelling lead game 

The final third of the tutorial deals with the 
touchpoint of moment-by-moment gameplay. This is 
the "chewy middle" of a game, when story, plot, and 
cinematics are irrelevant and all that matters is the 
ebb and flow of play. We'll work through exercises as 
a group to get a handle on the very practical aspects 
of compelling, "in the trenches" gameplay. 
Takeway: While this subject matter may sound very 
ethereal, attendees of this session will walk away 
with some very practical knowledge and "idea tools" 
to aid them in better refining their own game 
designs. In addition, attendees will leave with a 
packet of useful scream sheets (short and intense 
information sheets) and exercises which they can 
then utilize with their own teams when they return to 
the trenches. 




Using DirectMusic Producer: Audio Authoring for 

Xbox and DirectX 

Brian Schmidt, Scott Selfon, Chanel Summers, 
David Yackley 

A8, Convention Center 

This tutorial focuses on how to use Microsoft's 
authoring tool for DirectX and Xbox, and is an in- 
depth introduction to the composition and sound 
design process for DirectMusic. 
The purpose of this tutorial is to enable composers 
and sound designers to create and integrate 
functional and high-quality DirectMusic content for 
use in their commercial products. A functional 
overview of DirectMusic and the DirectMusic 
Producer authoring environment is presented and a 
variety of topics which focus on practical, real-world 
problem-solving are discussed, while providing 
practical tips on creative applications of DirectMusic 



Some topics include: 

• DirectMusic terminology 

• Basic DirectMusic concepts 

• Using custom instruments 

• Using variability 

• Working with the programmer 

• Using studio-recorded music with 

• Using DirectMusic for advanced sound- 
effects creation 

• Content-driven audio 
•Audio scripting 

Prerequisite: This tutorial is for audio 
content creators. It is not intended for 


Getting What You Need out of Your 

Development Contracts 

Jim Charne 

Panelists include: David Anderson, 
Joe Minton, Daniel O'Connell Offner, 
David Rosenbaum, Michael Rubinelli 

A2, Convention Center 

Lawyers and developers examine just what 
is in that long and boring contract. What you 
get. What you don't. What happens when 
you deliver. What happens when you don't. 
Take part in a discussion with lawyers who 
negotiate development contracts for both 
publishers and developers. On the panel are 
developers' and publishers' business-side 
representatives (to keep the discussion 
true-to-life). The panel starts by examining 
the all-important letter of intent, then moves 
on to issues contained in agreements for 
original games and licensed-property games 
for PC, console, handheld platforms, and 
Internet gaming. During the day, the 
panelists divide into opposing sides and 
attempt to negotiate an agreement using 
concepts presented during the program. 


Community Design for Large-Scale 

Gaming Worlds 

Amy Jo Kim 

Panelisist include: Raph Koster, Rich Vogel 

A5, Convention Center 
More and more game developers are 
recognizing the value that a web community 
can bring to their game. A well-run 
community can stimulate sales, reduce 
churn, generate fresh content, help with 
support, and enhance the overall gaming 
experience through storytelling, file sharing, 
and regular events. 

Although most games can benefit from an 
online community, there are special 
challenges and opportunities that arise 
when dealing with a fast-growing 
community. This tutorial shows what it takes 
to grow and sustain a rapidly evolving, 
large-scale gaming community from a 
design and management perspective. Topics 
covered include: creating a game design 

that fosters community; developing effective 
beta strategies and programs; setting up 
and managing your support programs and 
infrastructure; dealing with hackers, 
troublemakers, and malcontents; leveraging 
player-generated content; and setting up 
effective communication channels and 
feedback loops. 

Prerequisite: People who are actively 
involved in developing online games will 
benefit from this session. The course 
assumes a level of sophistication about 
online gaming and gaming communities. 


Math for Programmers 

Jim Van Verth 

)i, Convention Center 

Due to marketing pressures and the onset of 
cheap 3D hardware and faster processors, 
the majority of games these days are being 
done in 3D. Because of this, more 
programmers without 3D graphics or 
simulation backgrounds are being called 
upon to use mathematical concepts beyond 
simple vector arithmetic. This tutorial 
provides a toolbox of techniques for such 
programmers, with references and links for 
those looking for more information. The 
focus of the course is on designing code to 
perform initially basic and later more 
complex mathematical operations on the 
computer. Topics include tricks with floating 
point math, building a fast vector and matrix 
library, quaternions and other orientation 
representations, models and 
transformations, and basic simulation. 
Sample code libraries and examples are 

Prerequisite: This tutorial is primarily for 
programmers who are interested improving 
their mathematics abilities, or accomplished 
programmers who wish to fill some holes in 
their background. Some understanding of 
basic linear algebra concepts such as vectors 
and matrices is assumed, but not required. 
Takeaway: After taking this tutorial, 
attendees should have a core background in 
mathematics and simulation, so that they 
can contribute constructively toward 
development of a game in a 3D environment. 


Artificial Intelligence: Tactical Decision- 

Making Techniques 

John Laird, Michael van Lent 

A3, Convention Center 

This tutorial presents the core artificial 
intelligence techniques for representing 
knowledge and making tactical decisions. 
These are the techniques that should be in 
every game Al programmer's toolbox for 
adding intelligence to any and all aspects of 
computer games. 
Techniques covered include: 
• Finite state machines 

• Bayesian networks 

• Decision trees 

• Rule-based systems 

• Neural networks 

• Planning 

The tutorial provides an in-depth analysis of 
the operation, implementation, and 
applicability of these techniques to 
computer game Als. The techniques are 
evaluated in terms of their time and space 
efficiency and the difficulty of using and 
maintaining them in a game. In addition, the 
tutorial covers well-established Al learning 
approaches that are applicable to these 
decision-making techniques. 

Takeaway: Attendees learn the basics of the 
most important Al techniques applicable to 
current computer games. They learn about 
the strengths and weaknesses of these 
techniques and some of the important 
implementation ideas that make these 
techniques efficient enough for game Als. 


Advanced OpenGLGame Development 

Sebastien Domine, Cass Everitt, 
John Spitzer, Chris Wynn 

J2, Convention Center 

The newest 3D graphics processing units 
(GPUs) offer features previously only seen in 
the very highest end workstations (such as 
shadow buffers), and many features never 
seen before in interactive 3D hardware (like 
high-order surface evaluation, 
programmable vertex operations, true 
reflection bump mapping, depth sprites, and 
many more). This course covers each new 
feature in detail, starting with the 
mathematical principles behind it. Then, the 
corresponding OpenGL interface is 
presented in depth, with simple concrete 
code examples, followed by potential uses 
and applications for the feature in next- 
generation games. Finally, demos are shown 
to illustrate the new techniques and effects. 
Takeaway: This course introduces the new 
features of today's GPUs and guides the 
attendees though the necessary OpenGL API 
details and applied techniques, allowing 
them to add new effects to their own 
projects, whether that be directly within a 
game, in an artist's tool, or as a plug-in for a 
digital content creation package. First, the 
fundamentals of per-pixel lighting are 
explained, both the programming 
techniques, as well as the new ramifications 
on art and content. A new extension for high 
order surfaces is introduced, helping to 
minimize geometry bandwidth, and allowing 
for level-of-detail control with no "popping." 
Flexible vertex programs, essentially 
assembly language for the GPU, are 
explained, as are techniques on how to use 
them for custom lighting and texture 
generation, per-pixel shading setup and 
skinning/morphing. Next, a new, flexible 


day two 





and powerful per-pixel shading engine is presented, 
with concrete examples of how to implement highly 
accurate per-pixel bump mapping, reflection mapping, 
depth-correct sprites and much more. Finally, multi- 
pass techniques are covered with respect to shadow 
maps and rendering to off-screen memory, and using 
that off-screen memory directly as a texture. 

Prerequisite: This course is targeted at programmers 
who have solid OpenGL experience, with basic 
knowledge of linear algebra (particularly vector and 
matrix operations) and surface representations (Bezier 
or B-spline). Any OpenGL programmer working on a 
next-generation 3D game/engine will benefit from 
attending this course. Since many of these features are 
exposed in the latest DCC, this course will be essential 
for tools and plug-in writers, and those creating cutting- 
edge effects and content for next-generation games. 


Using Subdivision Surfaces 

Stephen Junkins, Henry Moreton, Peter Schroeder, 
Denis Zorin 

C4, Convention Center 

This tutorial provides an introduction to subdivision, an 
efficient technique for generating smooth surfaces from 
polygonal meshes. The use of subdivision has been 
growing explosively recently, becoming the preferred 
way for representing smooth, free-form surfaces in 
computer graphics. More importantly, subdivision 
schemes permit efficient representation of highly 
detailed surfaces through multi-resolution extensions. 
The course covers the basic ideas behind subdivision as 
well as commonly used subdivision algorithms. Heavy 
emphasis is placed on implementation aspects of 
subdivision and multi-resolution surfaces, such as 
adaptive level of detail, filtering, rendering, texturing, 
animation, and fast data structures. Additionally, issues 
associated with future hardware support for subdivision 
and multi-resolution surfaces are covered. 
Takeaway: Attendees will leave able to recognize the 
advantages of and effectively implement subdivision 


3 PS Max 4 & Character Studio 3 

Pia Maffei 

Bi, Convention Center 

The tutorial guides participants through some of the 
new features of 3DS Max 4 and Character Studio 3. 
Topics discussed for 3DS Max 4 include interface 
customization, modeling options for both high and 
low polygon counts, and improved IK. Topics 
discussed for Character Studio 3 include biped 
improvements such as Motion Flow, animated Pivot 
Points, and new Crowd features. 


Conceptual Design: Understanding & 

Communicating Form 

Derek Becker, Ron Leman, Phil Saunders 

A7, Convention Center 

This tutorial is intended to enable designers to 
properly visualize their designs and render them in a 
fashion that is not only realistic, but communicates 
clearly to the production artists who must interpret 
their sketches. Additionally, it should give designers 

and 3D artists a common language of form that they 
can use in discussing and breaking down designs, so 
that nothing is lost in the translation from sketch to 
model. The tutorial presents a method for 
understanding and communicating the subtleties and 
structure of three-dimensional form. It also introduces 
a vocabulary of terms, derived from the automotive 
design industry, for describing various definable forms 
within surfaces. In addition, understanding how these 
forms manipulate light through diffusion and 
reflection is covered, with an eye toward how to 
capture and communicate the desired form accurately 
through marker rendering and conceptual illustration. 
Prerequisite: This tutorial is best suited for conceptual 
designers and art directors who want to improve the 
rendering of three-dimensional objects in their design 
sketches, as well as modelers and 3D artists who want 
to improve their interpretation of designs. A basic 
knowledge of perspective drawing and rendering of 
form is recommended. 

Takeaway: Attendees will learn a visual vocabulary of 
organic form and how to resolve a complex surface 
from intersections of these fundamental forms, and 
take away a glossary of terms used by the automotive 
design industry to describe these forms as a tool in 
communicating design intent between designers and 
modelers. Participants will also learn how form is 
perceived by the way in which it manipulates 
reflections, highlights, and shadows, and how they 
can use form to control the graphic effect of light on a 
surface. Finally, designers will learn through 
demonstration how to realistically render matte and 
reflective surfaces, and the form they describe. 


Interactive Storytelling: The Real Thing 

Chris Crawford 

)3, Convention Center 

"Interactive storytelling" is one of those buzz phrases 
that collects lots of hot air and little working 
technology. Despite years of talking about stories, the 
industry has yet to accomplish much in this regard. This 
tutorial starts at square one, explaining what interactive 
storytelling really is and is not. It assesses each of the 
existing approaches to interactive storytelling and 
examines their strengths and weaknesses. Among the 
technologies considered are interactive fiction, goal- 
based strategies, simulations, Erasmatronics, and 
"interactivized" stories. The second half of the tutorial 
explains a variety of component technologies for 
interactive storytelling: personality models, event- 
based methods, state-based methods, goal-based 
methods, interchangeability schemes, morphological 
approaches, and anticipatory behaviors. The tutorial 
concludes with a discussion of development 
environments in interactive storytelling. 
Prerequisite: People who want to do storytelling with a 

Takeaway: Replace the popular airy-fairy hocum about 
interactive storytelling with a clear definition that can 
be used to build technology, learn to abandon all 
attempts to build such technology using 
fundamentally flawed methods, develop an 
appreciation for strategies that could actually yield 
fruit, understand the basic workings of such 
strategies, and appreciate the importance of 
development environments for interactive storytelling. 


We have a mission: make great games, work in a great 

environment, and be successful doing it. This mission 

enabled us to create the blockbuster hits in the 

Age of Empires series. We are now working on products 

that will set new standards in PC, console, and online 

entertainment. We have a few select openings 

for individuals who share our mission and have the drive, 

skills, and experience to make it happen. 

10440 N. Central Expwy. Suite 1600 Dallas, TX 75231 
214.378.6868 phone 214.378.6464 fax 





2D texture 
3D animator 
low poly modeler 


content / level 


~ entry level 

~ communications 

~ 3D console 

~ 3D graphics 

- artificial intelligence 

While at the conference call #214.649.2889 or visit meeting space #4401 




Now in Europe 

iference Ei 
August 31 -September 1, 2001 
London, UK 

n. interaction, inspiration. 

in partnership with 


Conferer: <? Europe 

Shape the future of game development. 

The Game Developers Conference is the 
independent and unbiased forum where game 
development professionals from around the 
world converge to share ideas and create the 
next generation of interactive entertainment. 

audio track 





Sponsored by Staccato Systems, Inc., 
subsidiary of Analog Devices 

Audio Animation - Creating Interactive 

Audio for Games 

Duane Ford 

Friday, March 23 • 2:30-3:3opm 
A2, Convention Center 
We will discuss how SPX Audio Rendering 
Technology can interactively control and generate 
sound effects and ambiences via game physics, 
environment and user input. We will demonstrate 
advanced audio techniques including Physical 
Modeling and Event Modeling via SoundMAXtm 
Genre Packs — content and APIs for Sports, Action, 
Simulation, etc. games. 

Roundtable - Intermediate 

Audio Business Issues Roundtable 

Rich Goldman 

Thursday, March 22 • 5:3o-6:3opm 
D, Convention Center 

How do you negotiate a fair agreement for music and 
sound effects that satisfies both the game developer 
and the composer or audio production company? 
What are the potential liabilities that face the music 
producer and the game developer when music and 
effects are commissioned or licensed? What future 
challenges are represented by the web as a global 
distribution system, online gaming, and convergent 
television? This roundtable discusses industry 
approaches to agreements, negotiations, intellectual 
property, licensing, and budgeting, both from the 
game developer's and audio contractor's point of 

Takeaway: Both developers and suppliers of music 
and audio will come away with a solid background in 
the ground rules for negotiating agreements. 
Hopefully, the parties leave with a better 
understanding of each other's business needs. 

Roundtable - Intermediate 

Audio Programming Roundtable 

Martin Wilde 

Friday, March 23 • 10:30-11:308111 
Pacific, Hilton 

So you've finally managed to convince the boss that 
your groundbreaking (ear-splitting?) audio design is 
going to be the piece de resistance to propel their 
game "to infinity, and beyond!" Trouble is, now 
you've gotta really do it. In the wake of the latest 
release of DirectX, the advent of the PS2, and the 
ever-increasing interest in Linux-based games, the 
scope of the audio programming tasks that now 
await you are monstrous. How are you going to make 
all this happen? And who's going to do it? Come 
bring your real- (or virtual-) life experiences of your 
trials, tribulations, issues and solutions before a 
sympathetic, empathetic, underrated, and ultimate 
game-making group of professionals - like yourself. 
Come share your frustrations and, most importantly, 
your lessons learned programming in the gaps with 
such demons as DirectSound, OpenAL, the SPU, 
surround-sound processing, streaming digital audio, 
and MIDI. 

Prerequisite: This roundtable provides an 
opportunity to query and learn from your peers what 
you need to know about audio programming and 
scripting to make your game a success. 

Takeaway: There are actually a number of solutions to 
your audio programming problems. It is incumbent 
upon you to make the most of what's out there, for fun 
and profit. 

Roundtable- Intermediate 

Audio Project Management Roundtable 

Heather Sowards 

Saturday, March 24 • 5:30-6:3opm 
Almaden Ballroom, Hilton 

Participants in this roundtable discuss project 
evaluation, technology evaluation, schedule 
management, communication between audio 
developers and audio programmers, communication 
with the producer, integration, and delivery. 
Participants ask and answer questions such as: What 
types of resources are needed? What types of tools 
are needed? When should audio development start? 

Lecture - Intermediate 

A Better Understanding of Audio & the Technical 

Design Process 

Rob Hubbard 

Thursday, March 22 • 10:30-11:30301 
Almaden Ballroom, Hilton 
How many audio people get to read a technical 
design document or have the development schedule 
properly explained to them? A lot of bad audio 
results from poor implementation and lack of design. 
This session reveals important questions that all 
audio professionals need to ask and provides insight 
on how the development process works. By 
understanding the issues and asking the right 
questions, the audio professional can build better 
relationships with audio programmers and 
development teams, which ultimately results in 
better-sounding games. 

Takeaway: Attendees will learn the technical design 
and project milestone process and how it relates to 
audio development. 

Prerequisite: This session is intended for all audio 
content creators and audio programmers working 
either in-house or as contractors. 

Lecture - Intermediate 

Beyond the Library: Applying Film Postproduction 

Techniques to Game Sound Design 

Nick Peck 

Saturday, March 24 • 2:30-3:3opm 
Almaden Ballroom, Hilton 

Game companies often rely on commercial CD sound 
effects libraries for the majority of their raw sound 
material. While these libraries are very useful, there 
are other methods of collecting sound material that 
can achieve excellent creative results. The film 
industry often uses custom field and Foley recording 
to give each project a personal and unique flavor, 
augmenting a project's needs with CD libraries where 
appropriate. In this session, techniques of field and 
Foley recording are discussed, using examples and 

audio track 


parallels between the film Being John 
Malkovich and games such as Escape frpm 
Monkey Island and Vampire: the Masquerade — 
Redemption. Audio portions of these games are 
broken down track by track, showing how the 
dialogue, music, hard SFX, Foley, and ambient 
layers combine to create a unified sound 

Takeaway: While culling and manipulating 
sound effects from CD libraries is always 
useful to game sound design, it has creative 
limitations. By augmenting this approach with 
other long-standing practices from the film 
industry, such as Foley and custom field 
recording, games sound more detailed and 
more interesting. 

Roundtable- Intermediate 

Composing for New Technology & New 

Audiences in Interactive Entertainment 

Alexander Brandon 

Friday, March 23 • 9-ioam 
San Clara I, Hilton 

The millennium brings with it new consoles 
with improved technology, all jockeying for 
the number-one market position. Now that 
streamed audio no longer presents itself as a 
processor-intensive feature, even in online 
products, we are seeing the inclusion of 
almost every genre of music in game 
soundtracks, from pop music standards to 
sweeping orchestral scores. Game music is 
now being written about in major 
publications, where earlier it was regarded as 
something that couldn't catch mass-market 
attention. It is no longer an aspect of games 
recognized by just a few hundred thousand, 
but a few hundred million. This roundtable is 
an opportunity to redefine the composer's role 
once again and establish just what is to be 
done in such a changing development 

Takeaway: As interactive composition is still 
in its infancy, participants are breaking new 
ground and rehashing old victories and 
successes. For example, those who don't 
know more than one or two techniques for 
adding interactivity to a soundtrack may well 
learn more than ten at this roundtable. 
Prerequisite: Anyone who has ever written 
music for a game and cares about how it's 
presented needs this roundtable. This is a 
golden opportunity for game music 
composers to meet industry peers and, more 
importantly, argue with them about what 
interactive composition really is. 

Lecture -All 

Diablo II Case Study 

Matt Uelmen 

Saturday, March 24 • io:30-ii:3oam 
Almaden Ballroom, Hilton 
This session focuses on the creation of the 
sound content of Diablo II. The presenter 
reveals the thinking behind the sound design 
and musical composition during the game's 

three years of development, explaining how 
these elements worked in the context of the 
final game. 

Takeaway: Attendees will learn that the key to 
the creation of a successful interactive 
soundtrack can be found in the structures of 
the past, namely nineteenth-century opera. 

Sponsored by Microsoft 

Creating an Immersive Audio Environment 

using DirectX Audio 

Todor Fay, Alan Ludwig 

Thursday. March 22 • 9-10 am 
C4, Convention Center 
It's easier than you think. In a relatively few 
lines of code, you can bring your application 
to sonic life using interactive audio content to 
create an immersive aural environment. The 
step by step presentation walks through the 
process of connecting organic 3D 
environmental sounds to a gameand then 
adding a musical score that is highly 
responsive to game play and completely 
managed via scripting. 

Lecture - Intermediate 

Implementing an Audio Engine Using 

DirectX 8 

Jim Geist 

Thursday, March 22 • 2:30-3:3opm 
Almaden Ballroom, Hilton 

Microsoft's DirectX 8 audio API contains a 
wealth of new features for the audio 
programmer: the integration of the 
DirectMusic and DirectSound APIs, the ability 
to use the DirectMusic software synthesizer to 
articulate sound effects, authoring and 
management of streaming and static sound 
effects at the API level, and per-channel 
effects, to name a few. Making the move from 
traditional DirectSound to a DirectMusic- 
based audio engine may seem a daunting 
task. This session covers in-the-trenches 
experiences of implementing a DirectMusic- 
based audio engine, from overall architecture 
to performance hints. 
Takeaway: This session is of interest to 
programmers implementing audio code that 
needs to take advantage of the new features 
in DirectX 8. 

Lecture - Intermediate 

Interactive Music Sequencer Design 

Scott Patterson 

Saturday, March 24 • 9-ioam 
Almaden Ballroom, Hilton 

Music can be a great enhancement to a game, 
and interactive music can set a game apart 
from the rest. To put original interactive music 
ideas in to your games, you should consider 
programming an interactive music sequencer. 
In this session, you will learn the basic issues 
of making a music sequencer for games, plus 
interactive music design ideas and purposes, 
and the programming implementation 

techniques for making it all work. 
Prerequisite: Programmers who have some 
knowledge of music structure and composers 
with some knowledge of programming 
structure will benefit the most from this 
session. Some implementation details will be 
presented in Cand C++. 

Lecture - Intermediate 

An Introduction to the Nintendo 

GameCube's A udio Subs ystem 

Thomas Engel 

Thursday, March 22 • 5:30-6:3opm 
Almaden Ballroom, Hilton 
The lecture will introduce the audience to the 
sound hardware and software of Nintendo's 
GameCube. After some general thoughts 
about the shortcomings of previous 
generations of console audio hardware, the 
session introduces the hardware components 
of GameCube's audio subsystem. After the 
hardware introduction, the session focuses on 
both low- and high-level sound APIs. Factor 
5's MusyX is also introduced in detail. The 
lecture finishes with some demos and a Q&A 

Lecture - Intermediate 

Master Composition Class: Successful 

Techniques to Keep Harmony & Create 

Great Audio 

Tommy Tallarico 

Friday, March 23 • 10:30-11:3031x1 
Almaden Ballroom, Hilton 

Award-winning composer and industry 
veteran Tommy Tallarico will discuss his tips 
and techniques on the easiest and most 
successful ways to provide audio for a project. 
Knowing how to communicate with the team 
and delivering audio which is enjoyed by all is 
sometimes half the battle and can make an 
audio person's life a living hell. Discussed will 
be the methods of keeping producers, 
designers, and programmers happy; creative 
and compositional methods for sound design; 
voice-over recordings and music; interaction 
with and between the publishers and 
developers; politics, politics, and more 
politics; and deciphering and translating 
words or phrases that make no sense to the 
composer. Audio and visual examples of 
products will be given to show the back-and- 
forth process between the design and audio 
teams. Free milk and cookies will be passed 
out. No, really! 

Lecture - Intermediate 

PlayStation 2 Audio: Soup to Nuts 

Buzz Burrowes, Chuck Doud, Rob Vawter 

Thursday, March 22 • 4-5pm 
Almaden Ballroom, Hilton 

The PS2 hardware architecture provides a 
number of different ways to approach audio 
generation. Hardware synthesis, software 
synthesis, multiple processors, dedicated 
memory, CD streaming, optical digital 

audio track 






output, USB, and FireWire ports. 
This lecture will be an introductory guide to PS2 audio 
from three perspectives. Rob Vawter from the SCEA 
Business and Technology group will give a hardware 
overview, a look under the hood. Buzz Burrowes from 
SCEA Product Development will discuss driver-level 
programming, the low-level application of the hardware 
technologies described by Rob. Chuck Doud will discuss 
the creative application of these technologies, how to 
create PS2 content that leverages the hardware/driver 
capabilities described. 

Roundtable - Intermediate 

Producing Conversation-Based Audio Experiences on 

the Internet 

Evan Jacover 

Saturday, March 24 • 4-spm 
Almaden Ballroom, Hilton 

Why doesn't everyone just get cable modems already? 
Let's face it, we live in a modem world, and if we want to 
deliver immersive and engaging interactive audio 
experiences on the Internet, we're going to have to be 
clever and a little sneaky. This roundtable will focus on 
what we can do to make the most of audio on a 56k 
platform using Macromedia Flash. How can we push 
audio-driven experiences in Flash? How can we be 
smart about loading audio so that the user is presented 
with a seamless experience? How can we get rid of load 
bars completely? What can Marcomedia do to make 
things easier for us? With answers to these questions, 
world peace can't be that far off. 
Takeaway: Those who attend this roundtable 
discussion will have the chance to brainstorm and share 
strategies, ideas, successes, failures, and possibilities 
for producing conversation-based audio experiences on 
the Internet. Participants will walk away with new 
knowledge to help them create more streamlined and 
powerful interactive products in Flash. 
Prerequisite: This discussion is best suited for people 
who produce interactive multimedia content for the 
Internet. Participants should have some experience 
with Macromedia Flash 4 or 5, as well as some 
knowledge of audio production for the web. Three 
semesters of particle physics (W402, W404, W512) are 

Roundtable - Intermediate 

Proposed Standards for Dynamic Range in 

Interactive Media 

Tom Hays 

Friday, March 23 • 9-ioam 
Almaden Ballroom, Hilton 
This roundtable is to discuss a proposal for setting 
dynamic range standards for game sound on all 
platforms. This proposal is being developed with the 
input of top sound people from many of the biggest 
companies in gaming. However, nothing's been set in 
stone. The serious participation of many is necessary 
for any new standard to happen. Please read the 
proposal through before the roundtable - there should 
be revised drafts floating around the conference. Think 
about both the overall concept and the specific 
numbers - we need both to be correct, so that we can 
all live with them. Speak now so you're not saddled with 

something you don't want. An understanding of audio 
terminology will help - consult the glossary in the paper 
in the proceedings. Check for 
information on dialog normalization and AC-3. 

Roundtable- Intermediate 

Sound Design Roundtable 

Geoff Kirk 

Thursday, March 22 • 9-ioam 
Almaden Ballroom, Hilton 

This roundtable discusses interactive audio, big-budget 
audio, in-studio Foley recording, field recording, plug- 
ins, team communication, 5.1, and voice talent. 

Sponsored by Microsoft 

Sound Design Using DirectX Audio: A Case Study 

W. Scott Snyder 

Saturday, March 24 • 9-ioam 
C4, Convention Center 

Find out about the processes we used to implement a 
sound design in a simple game that uses DirectSound 
as well as advanced DirectMusic features. We will look 
at what worked, what did not work and the tricks used 
to make the sound design process easier. 

Panel - Intermediate 

Web Audio Panel 

Daniel Brown, Jeff Essex, Chris Grigg, Steve Horowitz, 

David Yackley 

Friday, March 23 • 5:30-6:3opm 

Almaden Ballroom, Hilton 

This roundtable covers issues of interactive 
composition over the Internet and looks at the tools 
that composers use now and can expect to use in the 
future. Attendees participate in a creative discussion of 
how to get involved, what state the market is in, and 
where the creative forces seem to be going. Particularly 
at issue is how the creative community can help to 
influence the next generation of audio software and 

Prerequisite: This roundtable is intended for working 
professional composers who are dealing with these 
products every day and feel that they can benefit from 
an open discussion of the pros and cons of the currently 
available tool set. 

Lecture - Intermediate 

Xbqx Audio 

Brian Schmidt, Scott Selfon 

Friday, March 23 • 4:oo-5:oopm 
Almaden Ballroom, Hilton 

A modern videogame audio system needs to be 
designed to generate high-quality real-time interactive 
audio suitable for delivery on modern audio systems. 
This session will cover the audio hardware and software 
in Microsoft's Xbox console system. 

Topics will include capabilities and features of the Xbox 
Media Communications Processor (Xbox MCP), using 
the hardware to its fullest, and approaches to 
composition and sound design on Xbox. Ample time will 
be left for a Q&A session. 

DVD . . . More than 
Meets the Eye 

Much more . . . 4.7GB' of wide 
open digital space. Yours to add 
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web-links, or promotions. Let Deluxe 
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tribution services are the best in the busi- 
ness. Geared to meet the unique needs of the 
game developer, Deluxes DVD authors are 
also programmers, and can execute even the 
most complicated pre-mastering requirements. 

You've spent years developing the best of the best. 
Take it further . . . take it to DVD. 

*DVD-5 = 4.7GB, DVD-9 = 9.4GB 


Phone: (310) 522-7112 
Fax: (310) 477-0355 

business & legal keynote 

business & 
legal keynote 


Designing for the Internet Gamer 

Bing Gordon 

Thursday, March 22 • 4-spm 
San Jose Civic Auditorium 

The growth of the interactive entertainment business is driven by new content and new 
platforms. Historically, new categories of games brought new special interest groups into 
the customer base. The biggest of these was sports fans in the early 1990s, when about 10 
million sports fans became new videogame players in a brief period. Also, new platforms 
from Apple II to Commodore 64 to NES to Game Boy to PC-CD to PlayStation have 
accelerated general consumer adoption of interactive entertainment, as well as mass- 
marketing programs that built awareness and buzz. Many new platforms also introduced 
new technologies, including floppy disk, hard disk, CD-ROM, and control pads, further 
enabling new product categories. The biggest new platform technology of the 1990s was 
the CD-ROM, which improved consumer satisfaction so much that the average gaming 
household started buying two times as many titles per year almost immediately. But the 
Internet is the most important new platform that the game industry has seen yet. It is 
changing media-usage habits more profoundly than any new medium since television. And 
it gives the game industry a chance to provide more satisfaction to current game players, 
while attracting 25 million more people who have already decided never to buy a 

This session attempts to synthesize insider learning from such varied online games and 
communities as Ultima Online, The Sims and, Command and Conquer and, and Maiestic,, and the AOL Games Channel. 

Bing Gordon 

W. Bingham (Bing) Gordon, is a co-founder of Electronic Arts. As chief creative officer and executive 
vice president, Gordon plays a key role in providing counsel to marketing, studio producers, and 
development teams to continue to ensure that EA's games are the most creative and innovative titles 
on the market. Gordon most recently served as executive vice president of marketing, overseeing 
marketing staffs located in San Mateo and Walnut Creek, CA.; Austin, TX.; Vancouver, BC; and London, 





It's easy to take the lead in the IT business when you start with all the advantages. 

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region is home to the nation's greatest number of technology firms outside of Silicon Valley. Then again, maybe it's A ft » ^\y\rt~ \ tv tT\ 

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200 area golf courses. 


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business & leqal track 

& legal trac 




Lecture - Intermediate 

Back to the USSR: Developing & Outsourcing in 

Eastern Europe 

Alex Dmitrevsky, Serge Orlovsky 

Saturday, March 24 • 4-5pm 
Fi, Convention Center 

Over the past few years, an industry capable of 
producing world-class games at far less than world- 
class costs has emerged in the former socialist 
countries. This industry is still far from being mature, 
and though the opportunity for companies is evident, 
the method of turning this opportunity into success is 
quite uncertain. This lecture addresses the major 
issues that present difficulties to Nival Interactive's 
international partners, as well as Nival's working 
solutions to these issues. The lecture also gives a brief 
overview of Eastern European development resources 
and opportunities for publishing in this market. 
Takeaway: Attendees learn how to utilize Eastern 
European resources to cut production costs by 20 to 
50 percent, and improve product quality while 
avoiding numerous pitfalls in the process. 

Roundtable - Intermediate 

Building Profitable & Entertaining Online Games 

Alex ) a ret I 

Thursday, March 22 • 2:30-3:3opm 

Pacific, Hilton 

Saturday, March 24 • 2:30-3:3opm 

E, Convention Center 

As broadband begins to make its way into the home, 

the next generation of consoles have Internet 

connectivity, and the major publishers are now actively 

developing online entertainment, the online category 

has emerged as a viable category. This roundtable is a 

call to developers, publishers, and tool vendors who 

are passionate about online games to come together 

and share their ideas, opinions, and hard-learned 

experiences on the key factors of creating successful 

and profitable online game experiences. )oin us for a 

discussion on what is successful in online games and 

what the future looks like within our game community. 

Lecture - Intermediate 

Developers Working to Make the Most of the 

Marketing & Sales 

Dan Kaufman 

Friday, March 23 • 9-ioam 
Crystal, Fairmont 

Recently, on a web site, a well-known developer was 
lambasting his publisher. In particular, the developer 
complained that lousy sales and marketing killed his 
game. The publisher, in response, reflected that the 
product had slipped so many times that it was "old 
and tired" by the time it came out, and that this was 
the reason for the poor sales, not the marketing effort 
put behind the title. So, can great games be killed by 
poor sales and marketing? Can great sales and 
marketing save a crappy game? How do you, the 
developer, ensure that your game gets its unfair share 
of attention from your publisher? What can you do if 
the publisher is not performing to your satisfaction? 
This session endeavors to tell the way things actually 
happen in the development/publishing world, which, 

alas, may not be the way one would want them to be. 
Publishers have great resources, and their marketing 
and sales effort can make or break your product. The 
question is, how do you get them to apply these 
efforts on your product? 

Takeaway: This lecture is geared to developers who 
work with and for medium to large publishers. 

Sponsored by Real Networks 

Digital Distribution of Games Over the Internet 


Thursday, March 22 • io:30-ii:3oam 
C3, Convention Center 

Digital distribution and sales of games over the 
Internet is becoming a reality and growing into an 
important distribution channel for game developers. 
RealNetworks distributed over 3.5 million games over 
the past year, and continues to grow at over 80% per 
quarter. Find out how about the opportunities and 
how to get involved. 

Sponsored by Macrovision 

Electronic Licensing & E-Commerce Services for 

Electronic Software Distribution 

Brian Dunn & Jay Kerutis 

Thursday, March 22 • 4-5pm 
Ci, Convention Center 

Macrovision's Electronic License Management (ELM) 
products offer publishers creative, flexible licensing 
models for B2B and B2C products. Digital River's end- 
to-end e-commerce fulfillment and e-marketing 
solutions are the standard for Electronic Software 
Distribution (ESD). See a presentation on describing 
end-to-end digital rights management and 
e-commerce solutions used by over 4,000 publishers 
for CD-ROM, DVD-ROM, streamed and downloaded 

Sponsored by Motorola 

Entertainment Everywhere - 

Fun & Games by Motorola 

Phil Preston 

Thursday, March 22 • 2:30-3:3opm 
A2, Convention Center 

Motorola makes "Entertainment Everywhere" a reality 
- with their unique set of wireless and wireline 
products, developer tools, and software solutions - 
enabling a full array of entertainment experiences. 
Listen to their entertainment experts provide an 
overview of their offerings, as well as opportunities for 
parterning. They'll help game developers understand 
where Motorola is headed in this arena and explain 
the benefits of Motorola's developer program. 

Lecture -Beginner 

Financing a Game Development Company in 

Today's Market 

Drake Foster, lason Karlov, Jason Kay, James Thoma 

Saturday, March 24 • 5:30-6:3opm 

Bi, Convention Center 

Traditionally, game development has been financed by 

the several large publishers in return for future rights 

to publish titles. As the business grows past the $7 

billion mark for the first time and with the number of 

business & legal track 

publishers shrinking, what points are 
negotiable, and what does the new economy 
and the promise of online distribution mean 
for game development companies? Find out 
the state of the market and a checklist of to- 
dos before you embark on starting your own 
development company. 

Takeaway: This session focuses on where to 
start and what issues to look for when 
funding and starting a game development 

Panel -Intermediate 

Fun & Games in the Online Medium: 

Insights from the Worl d's Largest 

Online Service 

Jennifer MacLean, Greg Mills, Nicole Opas 

Friday, March 23 • 4-spm 
Gold, Fairmont 

This session provides an analysis of 
entertainment in the online medium, focusing 
primarily on games. Panel members provide a 
description of general demographic trends for 
Internet users and online games. The panel 
also discusses the different audiences for 
online content and the factors that 
distinguish these groups. Finally, the panel 
reviews the most — and least — successful 
types of content for different online 

Takeaway: Audience members receive the 
benefit of over ten years of online 
development and content experience that has 
reached more than 25 million people. Panel 
members explain in detail why the online 
game player is different from the traditional 
gaming audience. The audience gains a new 
appreciation of the content that succeeds on 
the Internet. The panel also provides 
examples of why superior technology doesn't 
necessarily mean superior usage, member 
experience, or revenue in the online world. 

Prerequisite: This panel provides excellent 
transition information for the hardcore game 
developer who wants to succeed with online 
games on a mass-market scale. 

Panel -All 

The Future of Games & Digital 


Kelly Flock, Henry Jenkins, George Suhayda 

Saturday, March 24 • 2:30-3:3opm 
Bi, Convention Center 
What role will games play in the future of 
digital entertainment? With the introduction 
of new consoles, broadband, and emerging 
technologies, the definition and face of 
traditional entertainment is changing, 
blurring the line that divides computer 
games, television, film, print, and the 
Internet. All the while, sponsors are watching 
to see which medium will give them the 
greatest value for their dollars. Game 
developers and publishers have reaped huge 

profits, but their traditional business model 
will become obsolete. They can no longer rely 
on a single product or platform for their 
success. There is a lesson to be learned from 
the dwindling profits and audiences in 
television, film, and print. Wise game 
developers will see their product as the most 
compelling and efficient form of interactive 
entertainment. True visionaries, they will 
mold their products to the emerging shape of 

This session focuses on three questions: How 
aie games being integrated by entertainment 
conglomeiates? How are game developers 
expandingthe life and audience of their 
products? And what form will games take as 
they are integrated into digital entertainment? 
Takeaway: The game developer has a stake in 
the future of digital entertainment. The 
potential exists to expand beyond the existing 
game-playing audience and give games a life 
that goes well beyond their platform and 
initial intended audience. 

Lecture - Intermediate 

Getting to the Next Level: 

All the Cheats on Employee Nirvana 

Stacy Hering Astor, Jeffrey Rose 

Saturday, March 24 • 9-ioam 
Fi, Convention Center 

One of the greatest demands of business 
owners in the gaming industry, where 
employees typically stay with a company less 
than two years, is personnel management. 
This presentation helps game developers 
stay focused on development and minimize 
the potential headaches of dealing with 
employees: hiring, retention, and 

This lecture explains why employment 
contracts are essential to help define the 
nature of an employee's position, address 
confidentiality issues, and establish 
ownership of ideas, work product, and so on. 
The personnel handbook is a key tool in 
defining a company's policies with respect to 
employee behavior, responsibilities, and 
rights. Written well, it protects all involved. 
Written poorly, it most often puts the 
employer in a losing position. This session 
reviews some basic guidelines to follow when 
employment disputes arise. 
Since employee turnover is expensive, time- 
consuming, and an emotional drain for 
owners, this lecture explores how a mock 
game company can structure a low-cost, 
dynamic employee benefits package in order 
to retain key employees longer than the 
typical two years. The plan includes 
insurance, retirement plan, and payroll 
deduction services. This lecture also shows 
how to protect the company in the event of 
death, disability, or termination of a key 
person. Also discussed are payroll options 
and good bookkeeping habits to help keep 

the IRS at bay. The presentation is informal, 
with questions and comments encouraged. 
Simple spreadsheets, case studies, and 
sample documents are provided to 
demonstrate key points. Plenty of time is 
allowed for an extensive question-and- 
answer period. 

Takeaway: This session is essential for 
anyone who already owns a game company 
and wants to make his or her life easier. 

Lecture -Advanced 

How to Market in Korea: Small Country, 

Large Market for PC Games 

Byung-Ho Park 

Saturday, March 24 • 5:30-6:3opm 
Fi, Convention Center 

South Korea, with a population of 50 million, 
is one of the largest PC game markets in the 
world. More than 1.2 million copies of 
Blizzard's Starcraft have been sold there, 
totaling one third of the title's total sales. This 
success was possible due to the exploding 
growth of the PC gaming center, a Korean 
variation of the Internet cafe. Today, major 
U.S. and Japanese game publishers are 
establishing offices in Korea. Compared to 
the great PC game market, however, console 
games are not sold at all. Sony's PlayStation 
and Sega's Dreamcast can only be bought on 
the black market. This lecture explains why 
and how developers and publishers market 
their games in Korea, from the historical 
background that explains why this market is 
more profitable than other, more populous 
countries, to practical information including 
marketing environment and governmental 

Takeaway: Attendees will learn how to sell 
games to highly populated, small-sized 
countries such as Korea. Information on how 
to deal with the media for advertising in 
Korea is presented, as well as the kind of 
content that is welcomed by Korean game 
players, and what is regulated by the Korean 

Lecture - All 

Independent Development & Publishing: 

Case Study 

Kent Quirk 

Friday, March 23 • 9-ioam 
Gold, Fairmont 

CogniToy wanted to try to develop something 
different, a game unlike anything else out 
there. That goal translates to "way too risky" 
for most publishers. So CogniToy decided it 
would pursue its dream as an independent 
game company: getting its own financing; 
hiring people to create the product; and then 
taking on the marketing, promotions, sales, 
and distribution, initially over the Internet 
and eventually through retail. This session 
presents the choices and challenges that an 
independent game company faces today. The 

business & legal track 

eqal trac 




lecture material is divided into three parts: 
development, marketing, and distribution. The 
decision to continue as an independent is examined at 
each stage. This session goes into detail about tasks 
that need to be done, the skills required for those 
tasks, and the alternatives that CogniToy considered 
as it reached each milestone. 

Takeaway: Attendees will gain a perspective on all 
aspects of independent game development, from 
financing through distribution. This knowledge helps 
them decide which aspects of the game business are 
appropriate and inappropriate to pursue themselves. 
They will also come away with ideas about financing a 
project, completing a design, as well as promotion, 
marketing, distribution, and sales of a product. 
Attendees will also learn about using the Internet to 
accomplish as much of this as possible. 
Prerequisite: This session is intended for anyone 
interested in the entire process of independent game 
development, from conception through financing, 
development, marketing, promotion, distribution, sales, 
and support. People who are starting their own 
company or thinking about starting one can benefit 
from this overview of the process and examination of 
those aspects that they want to control by owning the 
company themselves. 

Sponsored by Apple - Panel 

Making Money with Mac Games 

Richard Hernandez & Wallace Poulter 

Friday, March 23 • 4-5pm 
C3, Convention Center 

Scheduled to appear: 
)eff Baietto, Jeff Morgan, Graeme Devine, 
Diane Zammit, Mark Dochterman, Al Schilling, 
Brian Greenstone, Peter Tamte 

This panel brings together game industry luminaries 
for a high-powered discussion on developing and 
publishing for the Macintosh platform. Whether you 
are currently developing for the Mac or other 
platforms, this discussion is not to be missed. 

Lecture - Intermediate 

Making Money via Custom Online Game 


Jonathan Wiedemann 

Friday, March 23 • 5:30-6:3opm 
Crystal, Fairmont 

Free sponsored online games provide a solid business 
model for developers and publishers trying to navigate 
the online games revenue maze. This lecture presents 
three real-world case studies wherein Microsoft's 
Gaming Zone has met the marketing needs of a 
mainstream advertiser or sponsor; provided game 
players with a fun, free, innovative gaming experience; 
and made money for the Zone. 

Panel -Intermediate 

New Opportunities for Delivering Rich Interactive 

Media on the Web 

Tim Chambers, Bob Davidson, Phil Miller, 
Alex St. John, Mike Wallace, Jon Wiedemann, 

Thursday, March 22 • 9-ioam 
A7, Convention Center 

The next great frontier for game developers is the 
Internet. According to Jupiter Communications, close 
to 38 million people played games over the Internet in 
1999, a number that's expected to grow to a whopping 
68 million by 2003. Most major consoles are now 
Internet-enabled. This panel is an exploration of how 
the Internet has changed and will change the business 
of making and producing games; how the technology, 
the business models, and the consumer experience 
are evolving; and where the new opportunities are for 
both independent and large-scale game developers 
and publishers. 

Developers have just begun to explore what will 
eventually become the most prolific and important 
medium for games. The next generation of wildly 
successful games and business models will arise on 
the web as developers become increasingly unfettered 
from traditional CD-ROM distribution and pioneer new 
ways of creating interactive content unconstrained by 
size, price, season, or reach. 

Lecture - Intermediate 

Pitching Your Title: Steps for Success 

Ted Price 

Thursday, March 22 • 2:30-3:3opm 
Fi, Convention Center 

The process of pitching a game title begins long 
before a developer ever steps through any publisher's 
door. With the proper preparation, developers can 
create advantages for themselves that make a pitch 
much more likely to succeed. While no two developers 
are alike in their reputations or available resources, 
there are very specific steps that all developers should 
consider following when preparing a pitch. This lecture 
describes those steps leading up to and including the 

Takeaway: Preparation and organization are crucial to a 
successful pitch. Just as crucial, though, is background 
knowledge on the publishers to whom you are 
presenting. Go in having followed the proper steps and 
with the appropriate information, and you can't lose. 

Panel -Intermediate 

The Power of Talent 

Jeffrey Bacon, Paul Cunningham, Richard Leibowitz, 
Remi Racine, John Tobias, Dan Winters 

Friday, March 23 • 4-5pm 
Crystal, Fairmont 

Decades ago, Hollywood studios controlled every facet 
of the movie-making business, including which actors, 
directors, and other movie-making talent were under 
exclusive contracts, and what movies that talent made. 
As time passed and moviegoers gravitated to the work 
of specific talent, the talent were able to break away 
from the studios and their exclusive contracts and test 
the marketplace. Today, Hollywood talent is the major 

business & legal track 


force behind what projects get made, not 
Hollywood studios. Many feel the same 
dynamic is at work in the videogame industry 
today. Generally, videogame talent (including 
programmers, artists, designers, and 
producers) work exclusively for a single 
publisher. However, just as in Hollywood, the 
critical acclaim and/or commercial success of a 
game developed by a team of talent, coupled 
with videogame publishing companies' need 
for great and original product, has spurred the 
advent of the independent videogame 
development company. 
"The Power of Talent" will offer perspectives 
on the independent development company 
from an array of experts, including the CEO of a 
leading videogame recruiting company who 
has witnessed the change in attitude, 
demands, and success of video game talent; a 
videogame industry "star" who has recently 
secured a major contract to develop his 
company's original project; the head of an 
established independent development 
company that recently developed a top-selling, 
film-license-based game for a Hollywood 
studio; the vice president of a Hollywood 
studio's interactive department that controls 
the placement of dozens of properties; and a 
Hollywood veteran and now partner in a 
multimedia production company, who can 
compare and contrast the industries. 
The game industry is rapidly evolving from a 
publisher-dominated industry to a talent-driven 
deal marketplace, very much as Hollywood did 
during the 1960s. This evolution presents game 
development talent with tremendous 
opportunities for creative and financial 
autonomy. Industry growth and the voracious 
need for content is creating a landscape very 
favorable to forming independent studios and 
development teams, as are exploding work-for- 
hire opportunities with both publishers and 
Fortune 500 companies seeking new content 
tools (such as games) to strengthen brands 
and build community. The emergence of talent 
agents in the game industry increases the 
leverage of game industry talent in relation to 
game publishers. Other game developers have 
struck out on their own as independent teams 
and enjoyed great success — there is every 
reason to believe that other game developers 
can successfully follow that same path given 
the muscular growth of the game industry. 

Takeaway: Attendees considering pursuing an 
independent path will hear practical insights 
and tips from peers who have gone before 
them. This discussion is useful for anyone 
considering the pursuit of game development 
outside the walls of the game publishers. 

Lecture - Intermediate 

Publisher Contracts That Protect 

Your Title & Team 

Jay Powell 

Friday, March 23 • io:30-n:3oam 
B2, Convention Center 

This lecture gives tactical advice on how to 
negotiate a contract that protects the 
development team, satisfies the expectations 
of the publisher, and maximizes revenue. This 
lecture begins with the basics of contract 
negotiation, such as term and royalty rate, 
and progresses into issues such as ancillary 
rights and protecting a team in the event that 
the publisher cancels a project. The second 
half of the lecture educates developers who 
are creating their own intellectual properties 
on how to protect these and generate 
additional revenue. 

Takeaway: Developers will leave this lecture 
with the confidence and information they 
need to negotiate a contract that will not only 
benefit them financially, but ensure that their 
company will not be in immediate jeopardy if 
a publisher cancels a project with no notice. 

Lecture - Intermediate 

Publishers Speak 

Dan Rogers 

Friday, March 23 • 5:30-6:3opm 
Gold, Fairmont 

Last year's "Publishers Speak" lecture was an 
enormous success, presenting information 
straight from the mouths of publishers on 
what it takes for an independent developer to 
land an interactive publishing deal. This year, 
we've updated the entire presentation, adding 
fresh, no-punches-pulled facts from today's 
top publishers, including Havas Interactive, 
Electronic Arts, Hasbro, Take-Two Interactive, 
Gathering of Developers, Microsoft, 
Infogrames, and others. From exhaustive 
interviews with the publishing executives who 
actually make the decisions on who their 
companies will publish, learn what it is that 
they look for in new development groups, 
what it takes to get their attention, what a 
technology demo needs to look like, how long 
it takes to cultivate it a deal, and much, much 

Takeaway: Attendees will learn what it really 
takes to get a publishing deal because they're 
hearing it directly from those who make the 
decisions: the publishers themselves. 
Attendees hear what publishers look for 
when searching out new groups, what it 
takes to get their attention, what excites 
them about working with independent 
developers, and what a deal will look like 
once a developer has successfully captured a 
publisher's attention. Attendees will discover 
why the technology demo and presentation 
materials are critically important, how and 
why staffing is critical to their success, and 
how long it will take to land a deal. 

Sponsored by Comverse Network Systems 

Shipping Games for Wireless: ■ 

What Developers Want to Know 

Dan Scherlis 

Friday March 23 • io:30-ii:3oam 
Ai, Convention Center 

Saturday, March 24 • io:30-ii:3oam 
C2, Convention Center 

Comverse Game Network presents an 
overview of wireless game development, 
with focus on industry participants and 
business relationships (in general, and with 
Comverse). Design and programming issues 
are addressed, including overviews of 
devices and of data and audio content. Also a 
demystification of the buzzword-heavy, 
rapidly changing wireless infrastructure. 

Lecture - Beginner 

The Reality of Starting an Independent 

Game Studio 

John Lafluer, Tim Morten, Chacko Sonny 

Saturday, March 24 • 2:30-3:3opm 
A3, Convention Center 

Former Activision developers Tim Morten, 
Chacko Sonny, and John Lafluer relate their 
experiences in founding Savage 
Entertainment. Topics covered include 
company formation, finding and negotiating a 
publishing deal, managing the publishing 
relationship, and dealing with the harsh 
business realities of being an independent 
development studio. 

Takeaway: Attendees will learn to think twice 
before starting a new company. Finding a deal 
is harder than one might have heard. The key 
to negotiating an acceptable deal is to 
establish some leverage. Much of the allure 
surrounding independence is based on 
fallacies - developers contemplating going 
independent need to understand what it is 
that they're getting into. 
Prerequisite: This session is intended for 
developers who are considering starting their 
own studio or are in the process of looking for 
their first deal. 


Software Patents: The Good, the Bad, 

& the Ugly 

Emilie (Tobi) Saulnier 

Thurday, March 22 • io:30-n:3oam 

San Carlos I, Hilton 

Friday, March 23 • 9-ioam 

E, Convention Center 

Saturday, March 24 • 5:30-6:3opm 

San Carlos I, Hilton 

Software patents are controversial but 

increasingly influential in the game industry. 

On one hand, patent law seems to be 

fundamentally at odds with the communal 

spirit of software development. On the other 

hand, if we stand on the sidelines while others 

collect patents, we could find ourselves 


a newer 

2-4 September 2001 
ExCeL London 

4C new technologies, new opportunities 
■JC new products, new business 
4^ new state-of-the-art uenue 

w focus on dev 


ope's premier interactive entertainment expo 

organised by 

in association with: 



business & legal track 


blocked from using our own technology. This 
roundtable considers the pros and cons of 
software patents and provides survival 
strategies for the patent skeptic. 
Takeaway: This is an important topic for 
software professionals and the subject of much 
misinformation. Participants will come away 
with a deeper understanding of the software 
patent process and learn that there are several 
perspectives about the validity of the patent 
concept as applied to software, that software 
patents are a reality and becoming more 
important, that there are different approaches to 
utilizing patenting, and that there are pros and 
cons to each approach. 

Prerequisite: Participants are assumed to have 
only limited familiarity with software patents, 
primarily derived from some of the more 
notorious software patents in the news (such as's One-Click patent). This and some 
other examples should spur some great 
interactive discussion. 

Roundtable - intermediate 

Speak the Lingo: Pitching Ideas 

Elizabeth Braswell 

Thurday, March 22 • 9-ioam 

Santa Clara II, Hilton 

Friday, March 23 • io:30-n:3oam 

Santa Clara I, Hilton 

Saturday, March 24 • 9-ioam 

Santa Clara II, Hilton 

Heard this one yet? A game designer walks into 

an office with the best game idea of his or her 

life, only to exit angry and frustrated when the 

jerks up top just don't get it. This roundtable 

shares with attendees the secret language of 

the businessperson, along with important basic 

information such as costs of production, normal 

royalty structures, and so on. 

Takeaway: Attendees will learn a lot of common 

business jargon and what it all means. The 

takeaway is the basic concept of running a P&L, 

along with the information around it. Most 

importantly, attendees learn how to 

communicate positively with businesspeople 

who aren't game players. 

Prerequisite: This roundtable is for in-house 
designers and producers with a year or two of 
experience who want to get a handle on making 
themselves heard intelligently. 

Lecture -All 

Strategic Public Relations in the Game Industry 
Perrin Kaplan 

Thursday, March 22 • io:3o-u:3oam 
Ji, Convention Center 

This presentation discusses the important role 
of public relations in the game industry. 
Specifically, it explores the use of strategic 
branding and integrating elements of public 
relations and advertising into a successful 
marketing campaign. Finally, the lecture 
provides insight into why and how to build 
successful relationships with key media, 
analysts, and industry influencers. 

Lecture - Intermediate 

Traditional Retail Distribution: 

Is It Taking a Breather or on Its Last Breath? 

Jim Perkins 

Friday, March 23 • io:30-ii:3oam 
Gold, Fairmont 

The videogame market, though growing steadily 
and finally surpassing the film industry in 1999 
with $7 billion in revenue, is suffering from 
product-development rigor mortis. The Internet 
has created tremendous opportunity for growth 
through both web-only distribution of games 
and playing titles online. This new segment of 
the industry promises to grow the gaming 
population while increasing exposure and sales 
for developers, big and small. What are the 
different business models emerging in this new 
industry? Who are the major players? How can 
game developers leverage strategic 
partnerships to emerge at the forefront of 
Internet gaming? This session presents the 
pitfalls of the traditional retail distribution 
model and outlines how Internet gaming can 
overcome many of these obstacles. The session 
covers the strengths and weaknesses of 
business models, including enabling game 
players to play videogames inside a web site as 
well as direct-to-consumer webisodic 

Takeaway: Game developers will learn about 
the low-risk, high-profit potential in Internet 
game business models. Publishers will learn 
how the Internet can increase sales and grow 
their customer base. People running 
entertainment destination web sites will learn 
how to turn their game sites into profit centers. 
Prerequisite: This session is intended for game 
developers, publishers, and people running 
entertainment destination web sites. 

Panel -Intermediate 

What Does It Take to Negotiate a Good Contract? 

Justin Chin, Ray Muzyka, Lewis Petersen, 
Jon Slager 

Thurday, March 22 • 5:30-6:3opm 
B2, Convention Center 
Negotiating a contract can be a harrowing 
experience, and negotiating a good contract can 
be worse. This panel is made up of some 
industry veterans who run their own 
development studios and have negotiated many 
types of contracts over the years. This is not a 
panel from the lawyers' point of view, but from 
the developers' point of view, and it deals with 
some very real issues that developers should 
consider when negotiating a contract. The panel 
not only touches on the actual techniques of 
negotiation, but focuses on the structure and 
deal points of a contract and what one should 
expect during a negotiation with a publisher. 
This panel doesn't cover the typical game pitch 
and assumes that a developer and a publisher 
have already agreed to start negotiating a 

Takeaway: The audience will come away from 
the panel with a fair understanding of 
developer/publisher contract negotiations, the 

terms that developers have to deal with, and 
how to approach them. Because every situation 
is different, the panel discusses what options 
one might take as the negotiations progress. 
Even those who have negotiated contracts 
before will discover new ideas and new ways of 
dealing with the negotiation process and the 
contract terms involved. 

Prerequisite: This panel is for anyone who is an 
independent developer or is thinking of 
becoming one. A fair knowledge of standard 
contract terms and structure is helpful, but not 

Lecture - Intermediate 

Why Cheating Matters 

Steven Davis 

Saturday, March 24 • 9-ioam 
A3, Convention Center 

This presentation discusses the impact of 
cheating on the future of network gaming from a 
technical, business, and legal perspective. 
Cheating by players, developers, and operators 
becomes a more significant factor as the 
prospect of winning cash and prizes becomes 
more central to the business models of game 
companies. The lecture begins by describing 
cheating in traditional and casino games and 
addresses how these methods continue, 
change, and are expanded when moving to 
networked computer games. The emerging 
issues of regulation, insurance, and liability are 
discussed. Security requirements for online 
games are discussed, as well as technical 
solutions to address key threats. Finally, the 
implications of cheating and the changing 
business models for online gaming are 

Takeaway: Attendees leave the presentation 
with additional knowledge about the business 
and technical impacts of cheating and why 
security will be an increasingly important aspect 
of game development. 

Panel - Intermediate 

Working with Software Patents 

Mark DeLoura 

Panelists include: Casey Muratori, John Nagle, 

Tim Wu 

Saturday, March 24 • io:30-n:3oam 
Bi, Convention Center 

Patents can be an effective means for protecting 
one's intellectual property. However, there is 
much controversy as to whether software 
patents should be allowed, and if allowed, how 
they should be wielded by the patent owner. 
Come hear how a variety of professional game 
developers are working with software patents, 
from understanding when to patent your new 
technologies to knowing what patented 
algorithms you need to either license or avoid. 
Takeaway: Software patents are one mechanism 
you can use to protect your intellectual property. 
Find out if your intellectual property needs 
protection, and how to license important 
software patents from other companies. 

game design keynote 

e design 


Design Plunder 
Will Wright 

Friday, March 23 • io:30-n:3oam 
San Jose Civic Auditorium 

This session raids a variety of diverse subjects in search of methods, metaphors, tools, and 
inspirations to apply to game design. Subjects to be pillaged include architecture, biology, 
economics, toys, psychology, comics, sociology, stage magic, epidemiology, casinos, and 
more. A successful game involves a delicate blend of hundreds of factors (art, 
programming, production, psychology, and so on). Design is the place where all these 
things must meet to form a coherent whole. Striking a balance is the designer's task. 
Frequently, the main factor in making good design decisions comes down to looking at the 
problem in the right way, with the appropriate metrics, through the most relevant 
metaphor, with the correct tools. This lecture is about how to build and use that tool set. 

Will Wright 

Will Wright, Maxis' chief designer, co-founded Maxis with Jeff Braun in 1987. Wright began working on 
what would become Simcity - the City Simulator in 1985. Using a complex technique, he found a way to 
bring realistic simulations to desktop PCs. Previously simulations of this sort were only available to 
the military, scientists, and academics. But now, using an easy to use graphic interface, the world of 
simulations opened up to consumers. Wright has had a lifelong fascination with simulations. 











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game design track 


Roundtable - Intermediate 

Al in Computer Games Roundtables & 

Interactive Discussion 

Eric Dybsand, Neil Kirby, Steven Woodcock 

Thursday, March 22 • 2:30-3:3opm 
San Carlos I, Santa Clara I & II, Hilton 
Friday, March 23 • 5:30-6:30pm 
San Carlos I, Santa Clara I & II, Hilton 
Saturday, March 24 • io:30-n:3oam 
San Carlos I, Santa Clara I & II, Hilton 
Day one presents general artificial 
intelligence discussion roundtables in 
adjacent rooms. Each roundtable provides 
participants with the opportunity to discuss 
Al-related topics with other computer game 
developers. The sessions are small in size to 
promote discussion. Day two roundtables 
focus on the topics of Al in strategy and war 
games; Al in role-playing games, first- 
person shooters, and adventure games; and 
Al in sports games. Day three offers 
discussions suitable for those with a 
beginner-level understanding of Al in 
computer games and nonprogrammers 
interested in Al concepts. 

Lecture- Beginner 

Applying Behavioral Psychology to 

Game Design 

Maggie Tai Tucker 

Thursday, March 22 • io:30-ii:3oam 
Fi, Convention Center 

A solid grounding in behavioral psychology 
can help make games more intuitive and 
more compelling. Topics of this lecture 
include the psychology of punishment and 
rewards, using operant conditioning to train 
players, and the difference between anxiety 
and fear. The session includes examples 
from current games, both positive and 

Takeaway: The discussion of classical 
conditioning shows how it can be used to 
heighten player suspense and more quickly 
train players, resulting in lower frustration 
levels and smoother gameplay. The 
discussion of operant conditioning 
discusses which types of reward systems 
are more gratifying for players to help them 
keep playing the longest. 
Prerequisite: This session is designed for 
entry-level game designers with no previous 
background in psychology. Those with a 
working knowledge of behavioral 
psychology will nevertheless benefit from 
the discussion of its application to game 

Lecture -Advanced 

Balancing Act: The Art & Science of Dynamic 

Difficulty Adjustment 

Dan Arey, Evan Wells 

Thursday, March 22 • 2:30-3:3opm 
A7, Convention Center 
Dynamic difficulty adjustment (DDA) is a 
system of hidden checks and measures that 
enable a game to track and record an 
audience's moment-to-moment playing 
experience, then analyze this data and 
adjust a multitude of play "knobs" to 
maximize the fun and challenge. Properly 
employed, DDA helps a game to appeal to a 
far wider audience without sacrificing each 
individual's play experience and challenge. 
DDA gives advanced players the challenges 
they expect and need, while intelligently 
and systematically giving a subtle helping 
hand to the less experienced or even 
beginning players. In addition, DDA allows a 
game to grow with a player's developing 
abilities, increasing replay value 
opportunities throughout the life of the 
game. In order to implement DDA, certain 
aspects of the design must be approached 
from a more analytical perspective. Before 
being able to examine and adjust the 
playing experience, designers must have in 
place a substructure that can be fine-tuned 
with the information that a DDA system 
gathers. Naughty Dog used DDA extensively 
in the popular Crash Bandicoot series for 
Sony. Actual examples from games in both 
the character-action and character-racing 
genres show how DDA helps give Crash 
games a larger mass-market appeal, how it 
helps avoid many of the notorious brick 
walls, and how feedback from real players 
during Crash play-testing illustrates the 
subtle yet profound success of DDA in a 

Takeaway: Attendees will gain a good 
understanding of the use and integration of 
dynamic difficulty adjustment, ultimately 
helping their games appeal to a wider mass 

Lecture - Intermediate 

Basics of Character Design for 

Game Development 

Bob Rafaei 

Friday, March 23 • 4-5pm 
Bi, Convention Center 
Character design, like all aspects of game 
development, is another form of problem- 
solving. The design must meet the 
requirements of the animation, game 
design, and various technical parameters. 
From the early days of limited pixel 
information, when characters such as Sonic 
and Mario had distinct features to clarify 
their profiles, to the next-generation 
systems in which characters of a few 
thousand polygons have become the norm, 

character designers have sought to bridge 
the gap between aesthetics and technical 
parameters. The designer must try to 
eliminate as many visual problems as 
possible on paper before moving to 3D. 
Although technology has helped in reducing 
traditional limitations such as "pencil 
miles," by allowing the artist to incorporate 
varying textures, it can also entice an 
unseasoned designer to overcomplicate a 
design. The co-designer for the Crash 
Bandicoot series speaks about the design 
process that helped sculpt the high-profile 
series and covers the key points of any 
successful design. 

Takeaway: Attendees will gain an 
understanding of character design basics, 
allowing a more focused period of visual 
development and yielding a collection of 
work that better targets the desired market. 
Prerequisite: This lecture is appropriate for 
any artist who translates 2D character ideas 
into 3D. 

Sponsored by Kaydara 

Building a Bridge Between Development Teams 
Friday, March 23 • 3:30-5pm 
Ci, Convention Center 
Content re-purposing is becoming a key 
issue when it comes to game development, 
particularly in the sharing of content 
between workgroups. This session explains 
how a product like FiLMBOX can enable 
different production teams, using different 
3D modeling and animation tools, to share 
content and actually build a hub between 
their different applications. A demonstration 
on building content libraries and a 
testimonial from one of Kaydara's key 
accounts will also be presented. 

Lecture - Beginner 

Building Character: An Analysis of 

Character Creation 

Steve Meretzky 

Saturday, March 24 • 4-spm 
A5, Convention Center 

Strong central characters are a mainstay of 
many of our genres, including platform 
games, adventure games, action- 
adventures, and third-person action games. 
These include both player characters and 
strong non-player character sidekicks. As an 
industry, we have done an excellent job 
following the lessons of other art forms in 
developing characters that are memorable 
and appealing: Mario, Putt-Putt, Lara Croft, 
Sonic the Hedgehog, and many more. This 
session examines some of those successful 
characters, looking at what makes them 
work and how to create similarly successful 
characters, drawing lessons not just from 
games but from other media as well. But is 
that enough? Traditional storytelling rules 
tell us that a character is more than just its 

game design track 

game design 






appearance, voice, and moves. This lecture also 
explores those lessons in order to show how game 
characters can be even better, rivaling great 
characters produced by other art forms. 
Takeaway: Attendees will learn what we as an 
industry are doing correctly in creating characters, 
mostly in the area of characterization: back-story, 
appearance, moves, and voice. Practical advice is 
offered for following the successful footsteps of the 
creators of Mario, Crash Bandicoot, Lara Croft, 
Leisure Suit Larry, Putt-Putt, and others. Attendees 
will also learn where we as an industry could do 
better, in following traditional storytelling rules for 
development of true, underlying character. 

Roundtable - Beginner 

Children's Software: Past, Present & Future 

Ken Kahn 

Thursday, March 22 • 4-5pm 
San Carlos I, Hilton 
Friday, March 23 • 9-ioam 
San Carlos I, Hilton 
Saturday, March 24 • 4-5pm 
Plaza, Hilton 

This roundtable discusses children's software. What 
are the significant advances in software for children? 
What is the current state of the art in the design of 
children's software? What will children's software be 
like in the near and far future? Should software be 
designed specifically for children, or should we strive 
for software that appeals to both children and adults? 
If we do design software specifically for children, 
should we specialize the software for narrow age 
ranges or a single gender? Finally, where, if at all, does 
software made by children fit into the big picture? 
Takeaway: Participating in the roundtable gives 
attendees a chance both to hear from others and to be 
heard on the topic of children's software. 
Prerequisite: This roundtable is intended for anyone 
interested in either games or educational software for 

Panel - Intermediate 

Creating an Awesome Game Based on a 

Licensed Property 

Richard Green, Lawrence Holland, David Litwin, 
Bill Morrison 

Friday, March 23 • 9-ioam 
A8, Convention Center 

The key to a successful product based on a license is 
to make sure the product takes advantage of all of 
the best core elements of that license. This lecture, 
delivered by a panel from Totally Games, discusses 
an approach to evaluating the license for its game 
potential and explores design and development 
intended to capitalize on the license's strengths. 
Takeaway: Attendees will learn ways to maximize the 
potential of a license and develop an understanding 
of the design approach taken by Totally Games for its 
license-based games. 

Lecture - Beginner 

Creating Believable Interactive Characters 

Without Relying on Sophisticated Technology 

Jamie Vann 

Friday, March 23 • 9-ioam 
Fi, Convention Center 

The lush 3D world seems like a window looking out on 
an English countryside. The physics are tuned to give 
the world a realistic feel. Everything is geared toward 
creating a fully engaging and entirely immersive 
world. And then the characters show up, say their first 
lines of dialogue, and screw everything up. Many 
times, the characters in games are as dumb as the 80- 
polygon rocks they are sitting on. Cutting-edge 
advances in character Al have helped give characters 
more intelligent behavior, but not everyone can afford 
to spend the time, effort, and cash on the technology. 
This session presents methods for creating believable 
interactive characters without relying on sophisticated 
technology. We look at techniques for developers to 
design, write, and record intelligent dramatic 
characters just as believable as any 80-polygon rock. 

Roundtable - Intermediate 

Creating Emotional Involvement in 

Interactive Entertainment 

Mark Barrett 

Thursday, March 22 • 4-5pm 
Santa Clara II, Hilton 
Friday, March 23 • 4-5pm 
Santa Clara I, Hilton 
Saturday, March 24 • 4-5pm 
Santa Clara II, Hilton 

This roundtable seeks to move the quest for 
emotional involvement past old interactive 
storytelling arguments about how stories, games, 
and technology can or cannot be hammered 
together, toward a new paradigm in which all 
approaches and techniques serve to determine and 
heighten a player's emotional and imaginative 
experience. Moderated by a storyteller who has 
made a successful transition to interactive 
entertainment and who thoroughly understands the 
limited utility of linear narratives in an interactive 
medium, this roundtable is intended for participants 
seeking common ground and common experiences 
upon which to build. Key to this communal endeavor 
is a conviction that no one is going to solve the 
problem by accident and an acknowledgment that 
reaching the promised land is just damn hard. 
Takeaway: Participants will discuss the chasm 
between gameplay and storytelling, where 
interactive techniques that support emotional 
involvement must inevitably be found. 
Prerequisite: This roundtable is for people who are 
interested in what the moderator considers an 
unsolved problem: how to create deep emotional 
involvement using the medium of interactivity. 

Lecture - Intermediate 

Design Patterns for Interactive Physics 

Richard Hilmer, David S. Wu 

Saturday, March 24 • 9-ioam 

B2, Convention Center 

Designing a physical simulator is hard. Designing an 

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Leading developers and executives will discuss how independents can help drive what games get made. 

e design track 

e aesign 




interactive physical simulator is harder. Designing an 
entertaining game based on an interactive physical 
simulator is hardest. A well-designed game built on a 
solid physical simulator has the potential to achieve 
an intense level of interactive quality resulting in an 
innovative and highly entertaining title. The goal of 
this presentation is to communicate knowledge, 
techniques, and insight into the design and 
implementation of games built on the paradigm of 
kinetics. The format for the presentation is that of a 
pattern language. A suite of patterns, antipatterns, and 
pseudo-patterns is presented; each describes a 
problem in context followed by a proven solution. 
Takeaway: Attendees will take away a suite of tips, 
techniques, and solutions to apply while designing and 
developing an interactive kinetic game. 
Prerequisite: This lecture is intended for game 
designers and programmers initiating or already 
involved in a game built on a kinetics engine. No prior 
experience in kinetics or programming is required, but 
the ideas presented are meaningful to developers with 
a broad range of technical expertise. 

Lecture - Intermediate 

Designing Hardcore Games for a 

Mass-Market Audience 

Cliff Bleszinski 

Thursday, March 22 • 9-ioam 
A3, Convention Center 

This presentation sets out to answer a number of 
questions regarding how to make a deep, satisfying 
game for a mass-market audience without dumbing 
down the game mechanics and alienating hardcore 
gamers. What are some common pitfalls to avoid in the 
interface, difficulty, and control schemes? How can a 
designer, by working with the art director, ensure that all 
types of players are able to identify with the game's 
characters? Is it possible to envision a future without 
lengthy game manuals or boring tutorials? The lecture 
also covers the importance of proper formal focus-group 
testing, as well as informal friend-off-of-the-street 

Takeaway: Developers attending this session will rethink 
the manner in which they ramp difficulty in their games, 
as well as the manner in which gaming interfaces are 

Prerequisite: Developers who know how to make great 
hardcore games yet still feel lost in the expanding market 
will benefit greatly from this session. 

Lecture - Intermediate 

Designing Interactive Theme Park Rides: Lessons 

Learned Creating Disney's Pirates of the Caribbean: 

Battle for the Buccaneer Gold 

)esse Schell, Joe Shochet 

Thursday, March 22 • 5:30-6:3opm 
Bi, Convention Center 

Interactive theme park rides are an unusual breed of 
entertainment experience. Half videogame, half dark 
ride, interactive rides have their own unique rules of 
what makes a good show. Disney's Pirates of the 
Caribbean: Battle for the Buccaneer Gold (now at 
DisneyQuest) has been called the best use of VR in an 
entertainment application ever. At this talk, Pirates' 

developers discuss the tools, techniques, technology, 
psychology, and serendipity that made the ride a hit. 
They also share general guidelines for creating 
interactive theme park attractions. 
Takeaway: Attendees gain several insights into this 
interactive medium. The presenters show that 
interactive theme park rides are not videogames, not 
rides, but a medium unto themselves. They illustrate 
how intuitive user interfaces are crucial for interactive 
theme park rides. As a final piece of advice, the 
presenters show that iterative design is crucial when 
creating new types of interactive experiences. 
Prerequisite: Game developers with an interest in 
interactive theme park rides will benefit from this 

Lecture - Intermediate 

Designing Mobile Games for WAP 

Lasse Seppanen 

Saturday, March 24 • 2:30-3:3opm 
Fi, Convention Center 

Wireless Application Protocol (WAP) has been the 
subject of recent hype in Europe. WAP-enabled mobile 
phones have hit the market and are spreading steadily 
across the mobile scene. Games and other 
entertainment services are expected to be among the 
most popular applications in the new wireless world. 
So far, WAP services are very expensive, and the 
technology itself sets severe limitations for game 
content. These are tough challenges to emerging 
wireless game designers. This lecture teaches the 
rules of wireless game design: what the distinctive 
characteristics of the WAP platform are and the do's 
and dont's of effective game designs on wireless. 
Prerequisite: This lecture is best suited for game 
designers who are currently writing or are going to 
write games for wireless platforms (such as mobile 
phones), especially WAP. The lecture may also be of 
interest to other game professionals who are not 
designers themselves (such as project managers, 
artists, programmers, and so on), but need to 
understand the limitations and possibilities of WAP. 

Lecture -Advanced 

Design Patterns for Massively Multiplayer 


Raph Koster, Rich Vogel 

Saturday, March 24 • 5:30-6:3opm 
J2, Convention Center 

As the market for massively multiplayer games 
continues to grow, developers are beginning to look 
toward broadening their designs from the approaches 
taken by the first games published. This lecture looks 
over the last two decades of online game design to 
arrive at an overview of design patterns used in the 
past, and consciously or unconsciously used and 
reused by developers. Covered topics include 
continuous, random, and room-based map structures 
and the advantages and disadvantages of each; 
methods of handling player conflict, such as zone- 
based, switches, and reputation systems; 
advancement models that work for large-scale online 
games; player profiles, avatars, and means of 
providing identity; and degrees of persistence in the 

game design track 

world and what they mean for gameplay. 
Prerequisite: This session is intended for 
intermediate to advanced developers, and 
while it emphasizes design aspects, 
technical considerations are also discussed 
at a high level. An understanding of the 
massively multiplayer audience and of 
existing popular games is helpful in 
comprehending the material. 

Lecture - Intermediate 

Designing Web Games That Make 

Business Sense 

Scott Kim 

Saturday, March 24 • 5:30-6:3opm 
B2, Convention Center 
Games on the Internet are not just for 
gaming sites. Companies such as Yahoo!, 
Sony, and Pepsi have added games to their 
sites as a way to attract customers. These 
new games, easy to learn and fast to play, 
are aimed at a general audience, not at 
hardcore gamers. To design games for 
nongaming sites, one must consider the 
whole business proposition: the purpose of 
the site, how the site makes money, the 
target audience, and the purpose of the 
game within the business. To make certain 
that the game can be built and maintained, 
it is also important to consider the 
limitations of the technology, and how the 
game is maintained over time. 

Takeaway: This session shows how to 
analyze the business needs for a web game 
and gives examples of how this analysis 
feeds into game design, drawing from the 
experiences of web sites and web game 

Sponsored by Metrowerks 
Detecting & Solving Performance Related 
Problems: The Val ue of Anal ysis Technologies 
Mark Baker 

Saturday, March 24 • 10:30-11:308111 
C4, Convention Center 
Game schedules are increasingly tight and 
the demand for high performance is greater 
than ever. Only by the use of optimization 
tools can developers meet both 
requirements. This session will cover the 
theory and practice of tools-based code 
optimization. Different profiling techniques 
- Source, Intermediate and Binary-based 
modification - will be explained. The relative 
merits of each technique will be discussed 
and how they can be used by developers to 
build their own profiling tool. We'll then see 
how these techniques are used in 
commercially available profilers, such as 
Intel's VTune and Metrowerks' CodeWarrior 
Analysis Tools. Lastly we will introduce the 
Metrowerks Atom Framework, a powerful 
API for creating customized analysis tools. 
Examples of toots built with this framework 
will be examined. We'll see how hardware 

support for performance analysis can be 
incorporated into tools, and demonstrate a 
flexible GUI for analysis tools. 

Sponsored by Matrox 

Displacement Mapping for the Masses 

|uan Guardado 

Thursday, March 22 • 2:30-3:3opm 
C3, Convention Center 
Advanced rendering algorithms require both 
high geometry counts and intensive pixel 
processing, and while the graphics engines 
are getting more powerful, the PC bus 
architecture is not. The displacement 
mapping technique presented here allows 
for high geometric compression of detailed 
meshes, while providing information to the 
pixel engine for per-pixel lighting effects. 
There will be demonstrations of the 
techniques discussed along with a brief 
review of content creation issues. 

Roundtable - Intermediate 

Episodic Content: Here, Now & 

Next Month Too 

Chris Foster, Eri Izawa 

Thursday, March 22 • 5:30-6:3opm 
Pacific, Hilton 

Friday, March 23 • io:30-n:3oam 
M, Convention Center 
Saturday, March 24 • 2:30-3:30pm 
Pacific, Hilton 

When pondering the next wave of 
broadband-fueled online entertainment, 
visionaries hail the coming of "episodic 
content" — dynamic enhancement of games 
through automatically downloaded updates. 
One massively multiplayer game, Turbine's 
Asheron's Call, quietly fulfills the promise of 
episodic content on a monthly basis. Two of 
Turbine's designers lead a roundtable 
discussion on building and rebuilding truly 
dynamic games and game worlds. What 
tools, teamwork, and testing are needed? In 
a massively multiplayer world, how do you 
weigh the development of serial narrative 
against game balance and enhancements? 
How do you integrate your stories with 
those the community writes for itself? Issues 
are illustrated with "from the trenches" 
anecdotes from planning and shipping AC'S 
17 monthly updates. With your collective 
experience and insights, we will illuminate 
the challenges and potential of episodic 
gaming across all genres. 
Takeaway: Evolving an online world is 
discussed as an equal mix of savvy, 
premeditated technical decisions, and 
constant creative tap-dancing. We'll learn 
how much more there is to learn. 

Prerequisite: This roundtable is best suited 
to designers and planners of upcoming 
online games, particularly massively 
multiplayer or persistent-state worlds. 

Lecture - All 

Four of the Four Hundred 

Hal Garwood 

Thursday, March 22 • 4-5pm 
B2, Convention Center 
Those of us who have labored designing 
games for very long usually develop some 
rules of thumb to guide our choices, feeding 
our experience and insight back into the 
creative process. When we think about it, 
what we're doing seems simultaneously 
comforting and disturbing. Comforting to 
know that we've got a bag of tricks that 
work. Disturbing to realize we don't quite 
understand what we're up to. Are there any 
actual rules? How many, anyway? Where do 
they come from? How do we become aware 
of them? Make use of them? Sort them? 
Judge which ones apply to whatever 
problem we're struggling to solve? I believe 
that there are such rules, and that we tacitly 
use them when we design. I've decided, for 
the purposes of this discussion, that there 
are exactly four hundred. 
Of that number, I propose to talk about just 
four, chosen to illustrate the design process 
(and because they're useful in themselves): 
what they mean, how they help, how they 
conflict with each other, and how to resolve 
priorities. Unless I discover another province 
of this vast continent of semi-hidden ideas 
between now and GDC, the following 
candidate rules will be the ones under the 
philosophical microscope, supported by 

• Fight player fatigue 

• Maximize expressive potential 

• Maintain level of abstraction 

• Concretize ideas 

Takeaway: Attendees will learn something 
about important design principles involving 
the organization of gameplay and player 

Sponsored by Kaydara 

Faster & Better Character Animation 

Friday, March 23 • i-2:3opm 
Ci, Convention Center 
Game developers need to produce large 
amounts of high-quality character animation 
on tight schedules. This session covers 
some of the tools in FiLMBOX that can help 
game studios be up to 200% more 
productive in creating their animations. 
There will be a demonstration of the 
software, as well as a testimonial from one 
of Kaydara's key accounts on how FiLMBOX 
increased their productivity. 

game design track 

game de 


Lecture - All 

From Black & White to 

Next-Generation Consoles 





Peter Molyneux 

Thursday, March 22 • 5:30-6:3opm 
San Jose Civic Auditorium 

After the development of Black and White, Lionhead's 
next challenge is to produce games for next- 
generation consoles. Making the leap from PC to 
consoles has forced the studio to consider new 
design parameters for these games. This lecture 
focuses on the merging of console accessibility with 
PC depth and innovation. The speaker uses 
demonstrations of Black and White and two new titles 
under production to illustrate points of discussion. 

Panel- Intermediate 

Game Design & Game Culture 

Doug Church, Henry Jenkins, Brenda Laurel, 
Anne-Marie Schleiner, Will Wright, Eric Zimmerman 

Saturday, March 24 • Q-ioam 
San Jose Civic Auditorium 

This session brings together veteran game designers 
and high-powered academics for a face-to-face 
discussion about the design and culture of games. 
There is a groundswell of interest in games at the 
university level today. Academic conferences, books, 
and even degree programs on games and game design 
are becoming common. Meanwhile, at industry events 
such as the Game Developers Conference, game 
developers are proposing bold new ways of 
understanding their medium. The "Game Design & 
Game Culture" panel brings these theoreticians and 
practitioners together for an illuminating look at the 
complex phenomenon of games. Instead of prepared 
presentations, the panelists engage in rapid-fire 
conversation and discussion. Issues to be covered 
include violence and censorship, games as a narrative 
form, gaming fan cultures, race and gender in games, 
and the future of the medium. 
Takeaway: Attendees will hear what some of the 
most important figures in game design and game 
scholarship have to say about the dynamic and 
complex phenomenon of digital gaming. 
Prerequisite: This panel is for anyone interested in 
the larger issues related to digital gaming. Be 
prepared for diverse points of view and bring your 
burning questions for the question-and-answer 
period at the end of the panel. 

Roundtable - Intermediate 

Game Development for Online Services 

Jennifer MacLean 

Friday, March 23 • 5:30-6:3opm 

M, Convention Center 

Saturday, March 24 • 2:30-3:3opm 

Plaza, Hilton 

Major online services such as MSN's Gaming Zone 

and AOL often require unique design features and 

development plans. This roundtable discusses many 

of the requirements for games that are published on 

major online services, as well as tips on developing 

for these services. Many of the topics are also 

applicable to online game design in general. 

Takeaway: Roundtable participants will review and 
discuss the unique challenges and requirements of 
developing for online services; the roundtable 
focuses on development primarily from a design 

Prerequisite: This roundtable is designed for people 
with experience in developing for major online 
services (such as AOL, MSN, Hasbro, and to 
share their experiences, as well as providing insight 
and tips for developers who may be considering 
producing products for online game providers. It is 
particularly useful for established online game 
developers and developers considering content 
agreements with online services. 

Roundtable - Intermediate 

Games for Girls: The Last Hurrah? 

Melissa Farmer 

Thursday, March 22 • 10:30-11:308111 

Pacific, Hilton 

Friday, March 23 • 5:30-6:3opm 

Pacific, Hilton 

Saturday, March 24 • 10:30-11:308111 

Pacific, Hilton 

"Even today, if you said you're building an 

entertainment site for 8- to 13-year-old girls, there 

aren't enough of them online to justify it," said Bill 

Savoy, president of Paul Allen's Vulcan Ventures Inc. 

Can this be true? Are there not enough young girls 

and women interested in games and online 

entertainment to justify the existence of the whole 

games-for-girls genre? Is the game industry wasting 

its time working on games for a female audience, or 

are the reports of the death of the games-for-girls 

genre greatly exaggerated and premature? With the 

near-death of Purple Moon, it looks as though the 

girl games industry may be on its last legs... or is it? 

Come join in a provocative discussion on the state of 

the games-for-girls genre and where it's going. Be 

prepared for a frank discussion and a thorough 

dissection of how a great idea went bad. 

Sponsored by Metrowerks 

Games Industry of the Future: Convergence or Multiple 

Platfo rms for Games/Entertainme_nt 

Brian Gildon 

Friday, March 23 • io:30-ii:3oam 
C4, Convention Center 

It is no longer the case that a single game or content 
title on a single device will provide maximum revenue 
for a publisher or development studio. Deployment of 
content on a wide range of devices is needed to 
maximize penetration into the consumer base. As the 
Games Industry continues to expand to a multitude of 
devices, developers, middleware vendors, and tools 
providers must focus on content-development rather 
than platform-development. The key to success for 
many publishers and developers is spending more 
time developing unique content and less time on 
recreating your basic technologies on a multitude of 
platforms. Metrowerks, as a leader in both console 
and wireless development strategies, will discuss 
their point of view on the future of the games industry 
and feasible solutions to providing content on a wide 
range of devices with minimal overhead. 

game design track 

Sponsored by Synovial 

Gaming Goes Wireless 

David Gasior 

Saturday, March 24 • 4-spm 
C2, Convention Center 
As the wireless handheld market rapidly 
expands towards one billion devices, the 
demand for compelling content is growing. 
Content will be the driving force in the 
adoption of next-gen cell phones and PDAs, 
with gaming playing a large part in that. This 
session will look at the market and how 
Synovial's SYN products can enable 
developers to deliver compelling, interactive 
games for wireless devices. 

Sponsored by Kaydara 

Going from Keyframing to Motion Capture 
Friday, March 23 • io-n:3oam 
Ci, Convention Center 
This session will explore the benefits and 
challenges of adding motion capture to a 
standard keyframe game development 
production pipeline. A demonstration of 
some of FiLMBOXO's key tools will be 
presented, followed by a presentation from 
one of Kaydara's key accounts, who will talk 
about how FiLMBOX and motion capture 
helped them in the development of their 
latest game. 

Roundtable - Intermediate 

Hit Games with Social Value: 

What's Stopping You? 

Rusel DeMaria 

Thursday, March 22 • 5:30-6:3opm 
San Carlos I, Hilton 
Friday, March 23 • 9-ioam 
Pacific, Hilton 

Somebody believes that it's impossible to 
make a top-selling game that also adds 
some value to our lives, be it educational or 
simply an expansion of our minds, 
knowledge, and thought process. Clearly, all 
games challenge our minds to a greater or 
lesser degree, but the contention is that it's 
entirely possible to create great games that 
sell well and expand our minds and our 
knowledge of the world and ourselves. 
What's stopping those games from being 
created? Are there kindred spirits out there 
who want to explore this opportunity? 

Panel -Intermediate 

How to Balance a Real-Time Strategy Game: 

Lessons fro m the Age of Empir es Series 

Mike Kidd, Sandy Petersen, Greg Street 

Saturday, March 24 • 2:30-3:3opm 

A5, Convention Center 

Real-time strategy games live or die based on 

game balance. While casual gamers might be 

taken in by attractive graphics or an intuitive 

interface, the hardcore gamers must embrace a 

real-time strategy game to guarantee a long 

shelf life; more than anything, the hardcore 
players demand balance. Ensemble Studios 
has now completed its fourth installment of the 
Age of Empires series and has learned a thing or 
two about how to balance strategies, 
civilizations/races, and units. This presentation 
highlights some of the techniques that 
Ensemble has used throughout the Age of 
Empires series, pokes fun at some of the 
company's own blunders, and presents 
potential pitfalls for designers to avoid, using 
the recently released Age of Empires II: The 
Conqueror's Expansion as a case study. 

Takeaway: Attendees will learn several 
approaches to designing and balancing a 
strategy game that have been effective for a 
highly successful four-title-and-counting 
franchise. They will gain an appreciation for 
how important balance is to the success of a 
strategy game and be made aware of the 
kinds of tools and testing paradigms they 
need to balance a real-time strategy game 

Prerequisite: This session is of interest to 
game designers developing a real-time 
strategy game, quality assurance folks 
interested in discovering where balance 
problems might lie, or anyone with an 
interest in the history of the Age of Empires 
series or real-time strategy design. 

Lecture - Intermediate 

Interaction Design for Immersive Public 

Entertainment Spaces 

Henry Kaufman, Christopher Kline 

Saturday, March 24 • 9-ioam 
Ji, Convention Center 

This lecture focuses on what the presenters 
have learned from experiences in designing 
and building interactive public spaces. 
These projects include a narrative adventure 
in an immersive interactive children's 
playroom, a 22-screen networked aquarium 
simulation that allows people to design the 
personality and appearance of the fish and 
manipulate schooling behavior, and a 5,000- 
square-foot museum exhibit explaining the 
inner workings of the Internet through 
multiple short gamelike interactives. The 
goals of these projects are similar to those 
of traditional game developers: the 
experiences should be fun, compelling, 
immersive, and robust. However, the fact 
that these products are immersive public 
entertainment and education spaces presents 
unusual constraints on the design and 
development process. This presentation 
shares some of the interaction techniques, 
design methodologies, and nontraditional 
sensing and display technologies that Nearlife 
has employed to achieve these goals. 
Takeaway: It is possible to design 
entertainment experiences that are 
enjoyable on many different levels by a wide 
variety of audiences (for example, a museum 

experience that is fun for a small child but 
also educational for the child's parent). To 
create such experiences, one must design 
new interaction paradigms that are intuitive 
and immediately accessible to everyone. 
These paradigms may be implemented 
through the creative application of sensing 
technologies and by making the environment 
more aware of the user. 
Prerequisite: This presentation benefits 
game designers who are interested in 
location-based entertainment, blurring the 
boundary between the real and virtual 

Lecture - Intermediate 

Interactive Storytelling: The Real Thing 

Chris Crawford 

Saturday, March 24 • 2:30-3:3opm 
)i, Convention Center 

Despite years of talk, interactive storytelling 
remains stillborn, largely because of 
misperceptions, such as the canard that 
interactivity and storytelling are 
incompatible. Worse, some of the most 
lavishly financed efforts have failed 
miserably, either because they were stories 
with a whiff of interactivity, or games with a 
whiff of story. Genuine interactive 
storytelling demands to be addressed in its 
own terms and cannot be achieved without a 
much higher level of effort than most people 
are prepared to make. At the very least, 
interactive storytelling requires the creation 
of powerful development tools accessible to 
nontechnical storytellers. This lecture 
expands on these ideas. 

Takeaway: Attendees will replace the 
popular airy-fairy hokum about interactive 
storytelling with a clear definition that can 
be used to build technology. They will learn 
to abandon all attempts to build such 
technology using fundamentally flawed 

Prerequisite: This session is for people who 
want to do storytelling on the computer. 

Panel- Intermediate 

Oddfellows: Character Design the 

Oddworld Way 

Paul O'Connor, Chris Ulm, 
Farzad Varahramyan 

Friday, March 23 • 5:30-6:3opm 
B2, Convention Center 

Abe, his sadistic Slig tormenters, and the 
slick Glukkon businessmen of the Oddworld 
game series have become worldwide game 
icons, appearing on dozens of magazine 
covers, in a music video, and in a short 
theatrical film. Abe and the other 
inhabitants weren't created by accident, 
they resulted from a painstaking process 
that defined every aspect of their look, 
behavior, and in-game function. This panel 

game design track 








examines the Oddworld character-design process, 
from initial conception to finished creation. What does 
it take to elevate a game character from simple player 
avatar to a multi-dimensional, empathic individual, 
inspiring a fan following, transcending the game itself? 
This presentation shows examples from past games 
and provides a glimpse at what Oddworld Inhabitants 
is creating for their next game, Oddworld: Munch's 

Takeaway: Attendees will learn how solid character 
design informs all aspects of the game, including 
visual appeal, character Al, and patterns of play. 
Prerequisite: This panel is for anyone interested in the 
process of character design as an integral part of a 
cohesive game design. The panel addresses the craft of 
character design from the production design, game 
design, and project-direction points of view. 

Lecture - Beginner 

Principles for Designing Successful Games 

Bruce Shelley 

Friday, March 23 • 4-5pm 
J2, Convention Center 

This presentation discusses approximately 15 
guidelines to be followed by developers so that their 
games will sell successfully. The more closely these 
guidelines are followed, the better the chance of the 
game's success. The guidelines are the result of 20 
years of practical experience in making games, working 
with talented colleagues, and seeing what has worked 
and what has not. Where possible, each point is 
illustrated with an example or anecdote. 
Takeaway: Creating a successful game depends on 
targeting a sufficiently wide audience to make success 
possible, planning a winning game that appeals to that 
audience, and then following a development 
methodology that delivers the game as planned. The 
guidelines presented will help developers through 
each of these steps. 

Roundtable - Intermediate 

The Rules of Making Massively Multiplayer 

Online Games 

Anthony Castoro 

Thursday, March 22 • 9-ioam 
D, Convention Center 

Friday, March 23 • 4-5pm 
San Carlos I, Hilton 

Saturday, March 24 • io:30-ii:3oam 
Plaza, Hilton 

As the market continues to grow for massively 
multiplayer games, developers are starting to look 
toward broadening their designs from the approaches 
taken by the first games published. This roundtable 
looks over the last two decades of online game design 
to arrive at an overview of design patterns used in the 
past and consciously or unconsciously used and reused 
by developers. Topics include continuous, random, and 
room-based map structures and the advantages and 
disadvantages of each; methods of handling player 
conflict, such as zone-based, switches, and reputation 
systems; advancement models that work for large-scale 
online games; player profiles, avatars, and means of 
providing identity; and degrees of persistence in the 
world and what they mean for gameplay. 

Sponsored by DigiScents 

Scent Enablement of Interactive Media: How Aliens 

from the Planet Smellulon Stank Up My Video Game 

Thursday, March 22 • io:30-n:3oam 
Ai, Convention Center 

If your games don't stink, attend this session! Cooksey 
Thomas, Director of ScentWareT Technology for 
DigiScents, demonstrates the iSmellT, a PC peripheral 
device that emits smells corresponding with game 
worlds, entities and prizes. Discussion includes 
overview of ScentWare SDK v. 2.0 and issues involved 
in designing and implementing scented games. 

Lecture - Intermediate 

The Social Phenomenon of Gaming: People Coming 

Together for the Sake o f the Game 

Larry Hodgson 

Saturday, March 24 • 4-5pm 
Bi, Convention Center 

From the early days of coin-operated Pac-Man games to 
today's Internet connectivity, remarkable games have 
become part of our social fabric and part of how we 
socialize. This session explores the impact of games 
that are bringing people together socially. The lecture 
takes a look at the social phenomenon of groups of 
people playing games together, either in person or over 
the Internet. Online technology is playing an important 
role in redefining traditional coin-op and consumer 
game design. New connectivity technology is enabling 
new ideas on how to entertain people in a social way. 
The discussion compares the differences between 
head-to-head socializing and Internet socializing. By 
way of example, this lecture charts the near-stillborn 
birth and subsequent rise of one unlikely coin-operated 
videogame. Golden Tee Golf now reaches an estimated 
audience of more than 10 million players and has 
generated over $1 billion in cash flow. The discussion 
explores the social phenomenon surrounding this 
game as people of varying backgrounds gather at 
locations around the world to play. This story 
highlights the coin-operated game audience and leads 
to a discussion of the future of this huge market. 

Takeaway: Attendees will learn about games that 
bring people together in social settings or offer a high 
level of socialization, and why these games are 
popular. Attendees will also gain an understanding of 
this vast market and all of its potential. 
Prerequisite: This session appeals to anybody with a 
desire to learn about an audience that is hungry for 
entertainment products placed in social settings or 
which allow social interaction. 

Lecture - Intermediate 

Story: Writing Skills for Game Developers 

Bob Bates 

Thursday, March 22 • 9-ioam 
A5, Convention Center 

Storytelling has burst onto the gaming scene, invading 
everything from action titles to real-time strategy games. 
But few in our industry are trained in the basics of how 
to tell a story. Game developers must not only master 
what storytellers in other media already know, they 
must also learn to adapt that knowledge to games. This 
seminar starts with the basics of plot structure, 
character development, and dialogue. It continues with 

game design track 


effective uses of cutscenes, scripted events, 
and how to design missions and levels that 
develop character and advance plot. It 
concludes with a discussion of the importance 
of story and where story ideas come from. 

Takeaway: Many games now include some 
elements of storytelling. This session lays out 
the fundamentals of storytelling and explains 
how to adapt them to games. 

Sponsored by Matrox 

Textures into Geometry: A Look at Real-Time 
Displacement Mapping 

Alexis Mather 

Thursday, March 22 • 4-5pm 
C2, Convention Center 
The use of textures to represent geometry 
created at render-time (Displacement 
Mapping) is widely accepted and used in 
mainstream production (movies, 
advertisements ,etc.) as a facilitator and a 
method to produce breathtakingly realistic 
and dense geometry. The potential of next- 
generation graphics hardware to render 
highly detailed displacement-mapped 
surfaces in real time is a truly exciting 
prospect for game developers (and players 
alike). Attendees will learn how to create 
content for such technologies, and to get a 
feel for some of the underlying principles. 

Lecture -All 

Trends & Style Elements in a New Genre Game 
Tetsuya Mizuguchi 

Friday, March 23 • 4-5pm 
B2, Convention Center 
Following up on last year's well-received 
presentation on the making of Space Channel 5, 
Tetsuya Mizuguchi is joining the Game 
Developers Conference 2001 from Japan to 
discuss his next project. This lecture 
discusses the creative execution of his newest 
game, a title that redefines all current genres. 

Lecture - Intermediate 

Unlocking the DNA of SIGMA: 

Playing in the Sandbox 

Alex Garden, Jay Wilson 

Thursday, March 22 • io:30-ii:3oam 
A3, Convention Center 

Sigma is the world's first, fully functional 
electronic sandbox. When we started 
working on the game design, our goal was 
to create the type of environment that was 
warm, approachable and alive. In addition, 
we wanted to create a game that had a 
minimal rule set, but still gave players 
enough structure to have lots of fun. This 
session will outline the fundamentals 
behind creating Sigma's vibrant believable 
organic world, and the new approach we've 
taken to having fun with them. 

Lecture -All 

Unwired Games! Wireless Multimedia 

Game Design 

Robert Tercek 

Thursday, March 22 • 2:30-3:3opm 
Bi, Convention Center 

Wireless is the fastest growing industry in the 
world. Global demand is surging as third- 
generation networks are introduced in Asia, 
Europe, and North America. Games and 
interactive entertainment are the hottest 
sector in this market. Beginning in 2001, 
wireless networks will be upgraded for 
wideband data delivery, including multimedia. 
The new mobile devices are equipped with 
color video screens and cameras. What can we 
learn from the leading game products on NTT 
DoCoMo's l-mode service and the WAP 
services on networks worldwide? What are 
the design principles for successful 
networked multiplayer games on mobile 
devices? How will wireless game design 
evolve as multimedia is introduced? This 
seminar will provide real case-study 
information about the current hits, with a 
focus on the network gameplay features that 
make these games successful: viral game 
design, communications and messaging, 
server-side event generation and virtual 
worlds, and real-time versus turn-based 
gameplay. It will address the rollout and 
capabilities of next-generation platforms, 
including rich media capability. 
Examples and demos from around the world 
will be shown. Every attendee who seeks an 
overview of wireless activity from around the 
world should be sure to participate in this 

Lecture - Beginner 

Using Video Input for Games 

Richard Marks 

Thursday, March 22 • 4-5pm 
A5, Convention Center 

Live video input from a camera can be used 
to create new forms of entertainment. At the 
most basic level, a video interface can provide 
an intuitive, rewarding, interactive experience 
that could enhance many existing games. 
Even more interesting is what can be achieved 
when video input is incorporated as a 
fundamental part of the game design process. 
During this talk, many ideas are put forth for 
games that could utilize live video. In addition, 
the discussion introduces fundamentally new 
generations of computer entertainment that 
are based on live video input. Practical issues 
such as processing, reliability, and cost are 
also addressed. 

Takeaway: Video input provides exciting new 
opportunities for game design. It offers a more 
interactive and rewarding user experience than 
other interfaces. Video input can be used 
mundanely as a joystick replacement, but it 
becomes much more when incorporated into 
game design from the outset. 

Roundtable - Beginner 

WAP: Designing the Impossible for the 


Adam Mayes 

Thursday, March 22 • 9-ioam 
Pacific, Hilton 

Friday, March 23 • 5:30-6:3opm 
D, Convention Center 

Saturday, March 24 • 5:3o-6:3opm 
Plaza, Hilton 

This discussion is split into three sections. 
The first defines terms and describes WAP 
(Wireless Application Protocol) as a 
platform. The second looks in depth at 
designing games for WAP, with the 
discussion revolving around issues of 
gameplay, community, and learning curve. 
The session further discusses the design of 
a massively multiplayer game. The final 
section looks at the misuse of technology 
for zero productivity and discusses mobile 
phone games that wreak havoc on the 
working lives of mobile phone users. 

Lecture -All 

What Are the Cultural Borderlines of Games? 

Masaya Matsuura 

Thursday, March 22 • 4-5pm 
J2, Convention Center 
Today, the technical differences among 
hardware standards and platforms are no 
longer a major obstacle in videogame 
production, and the focus is shifting even 
more sharply to software. Can videogames 
do what no other medium in history has ever 
achieved and evolve into a universal culture 
in their own right? It is from this type of 
broad perspective that we hope to explore, 
with you, the full potential of videogames. 

Lecture -Advanced 

Will Games Ever Become a Legitimate 

Art Form? 

Ernest Adams 

Saturday, March 24 • io:30-ii:3oam 
J2, Convention Center 
Can interactive entertainment be art? The 
question matters more than one might think. 
Art is protected by the First Amendment; toys 
and games are not. Regular GDC speaker 
Ernest Adams, will discuss what it would 
mean for games to be art, and whether it's 
possible to achieve that status. 

level design keynote 

level design 

]j Rayman 2: the Level Design Experience 
Michel Ansel 

Thursday, March 22 • 2:303:30pm 
A3, Convention Center 

This keynote will cover the design experience of creating amazing levels for Rayman 2. 
See how art, teamwork, gameplay, and technology must be considered to produce one 
unique and great result. 

This presentation will be about sharing the experiences in the game creation process from 
birth to the final game. You will learn techniques that the Rayman team learned to create, 
defend, and adapt the vision within the game development constraints to produce their 
ultimate vision. 

Most of all, you will learn how incredible level design can take a great game idea to a 
million-selling title. 

Michel Ansel 

Michel Ansel started playing videogames such as Pong, Atari, and Colecovision in the 1980's. He 
taught himself programming and graphics with friends, leaving school at 16 to work on games. In 
1993, he started with the concept art and game design for Rayman, completing it in 1995. Having 
finished Rayman 2, Michel is now working on a new game for the next-generation consoles. He has 
continued to work on different Rayman projects including the television series. 



Are you an especially talented individual who'd love to work with a top team 
creating award-winning games? We're looking for expert team members 
who'll make a difference. 

Programmers: Must be strong in C / C++, 3D Graphics and Assembly (ideal). 
Art Director: Must have leadership experience. Artists: Must be strong 
in 3DS Max. Level Designers: Must have game experience. 

Were on Microsoft's Xbox launch team, just signed 
a major fantasy license (PS2 & Xbox), and are 
launching new wireless / broadband teams. 

If you enjoy being recognized for your 
contributions, we offer top pay, stock 
options, bonus and recognition 
for individual contributions. 



Kj mz 




apply via e-mail to 

or fax 41 5-461 -3865., 

4040 Civic Center Dr., San Rafael, CA 94903 



level design track 

level des 





Lecture - Intermediate 

The Architecture of Level Design 

Duncan Brown, Steven Chen 

Saturday, March 24 • 2:30-3:3opm 
B2, Convention Center 

The purpose of this session is to look at how 
architectural design skills and methodologies can be 
used in the process of designing levels for real-time 
3D game environments. The bar for visual quality in 
games keeps getting higher with each new 
generation of hardware and software technology. To 
meet that bar and push it even higher requires the 
integration of more traditional real-world design 
skills from any number of different disciplines. This 
session serves as a primer for the integration of 
basic architectural design skills in the process of 
producing levels for next-generation games. 
Takeaway: It is impossible to teach someone how to 
design. This session is intended to give the audience 
a framework or structure to start thinking about how 
to design. 

Roundtable- Intermediate 

Building the Bridge Between 

Level Designers & Artists 

Yujin Kiem, Steve Thorns 

Thursday, March 22 • 9-ioam 
San Carlos I, Hilton 
Friday, March 23 • io:30-n:3oam 
San Carlos I, Hilton 
Saturday, March 24 • 9-ioam 
Plaza, Hilton 

How can communication and workflow between the 
level designer and the environment artist be 
streamlined? Perhaps in an ideal situation, the level 
designer and the environment artist would be the 
same person. Having designers or artists who could 
create their own textures and models and also 
construct the level could potentially streamline the 
process quite a bit. In most cases, however, time 
constraints and workload do not allow any one 
person to do both jobs to their greatest potential. 
How then can the path and workflow between the 
artist and the level designer be improved and made 
as efficient as possible? This roundtable tries to 
identify the issues, problems, and wrinkles involved 
in that relationship and discusses possible solutions. 
Takeaway: Level designers and artists will take away 
the ability to recognize the problems that their 
relationship can have, potential solutions to those 
problems, and the knowledge of others who are in 
the same situations. 

Prerequisite: This roundtable is meant for level 
designers and artists at any experience level. No 
prior knowledge of any particular subject is required, 
but level designers and artists should bring their 
knowledge of intra-office working relationships. 

Lecture - Intermediate 

Content Acquisition for Levels in The Getaway: 

London Wasn't Built in a Day 

Sam Coates 

Thursday, March 22 • io:30-ii:3oam 
A8, Convention Center 

This lecture focuses on two interwoven aspects of The 
Getaway that have forced the team to review its current 
art production methods. Both of these issues have 
come about as a direct response to the increased 
expectations of next-generation titles and the trend 
toward larger, more complex, and higher-quality 
games. The Getaway's development team is particularly 
proud of the way that the game looks and the level of 
detail and realism that it achieved. The first part of the 
lecture speaks to the project's approach to production 
and the new techniques explored for building the 
exterior streets, interior locations, and characters. The 
lecture also presents methods of managing the sheer 
scale of the project and the amount and complexity of 
the content. To reproduce such a huge play area for 
the new PlayStation 2 standards, the team completely 
overhauled the tools from the original PlayStation set. 
At the same time, the specification for the new tools 
dictated that they be reusable for other, as yet 
unplanned games. The second part of the lecture 
looks at what the team set out to do, the problems it 
encountered along the way, and what team members 
ended up working with to get the game out on time. 
Takeaway: This session is aimed at anyone interested 
in the development of mass-content titles and the 
implications for the processes and tools required to 
produce and manage the huge amount of data that 
this requires, without killing the fun side of making 

Prerequisite: No prior knowledge is required, but an 
appreciation of the scale of the problem would be 

Lecture - Intermediate 

Current Architecture & Potential Approaches 

to Level Design 

Duncan Brown 

Saturday, March 24 • 4-5pm 
B2, Convention Center 

Level design today is often charged with simulating 
real-world locales. The intention of this session is to 
offer a perspective on the creation of alternative 
environments. This presentation highlights three 
recently completed works of architecture by 
examining the different processes that created them. 
The projects under tentative consideration are Gehry's 
Experience Music Project, Lynn's Presbyterian Church 
in New York, and Eisenman's Aronoff Center for the 
Design and Art in Ohio. Computers and digital 
technology were not used simply as production tools, 
but played a large role in the facilities' development. 
While previously the complexity of these buildings 
might have precluded them from being game spaces, 
their organizing and generation principles have 
potential for the polygon-rich worlds of next- 
generation titles. Some level prototypes may be 

Takeaway: Attendees will gain an overview of 
contemporary architecture as it relates to level design. 

level design track 


Lecture - Intermediate 

Levei Design for the Outdoorsman 

Brian Allgeier, Caroline Trujillo 

Thursday, March 22 • 4-5pm 
Bi, Convention Center 

It's such a beautiful day, why don't you go 
outside and play? Rolling hills, mountain 
peaks, castle towers, extension bridges, 
flora, and fauna: outdoor environments can 
give players breathtaking views with an 
open and expansive atmosphere. They also 
provide difficult design challenge in that 
they need to appear natural and 
uncontrived, yet direct the flow of the 
gameplay. Balancing these two factors as 
well as understanding the technical 
constraints is the key to a successful 
outdoor level. This session explores the 
conceptual process involved in creating 
outdoor levels for the Spyro the Dragon 
series. Covered topics include 
brainstorming, level themes, designer horror 
stories, enemy and NPC placement, focal 
points, pinch points, view distances, and a 
sample level featuring a lumberjack 

Lecture - Intermediate 

Real-Time Strategy Design & Balancing 

Dustin Browder 

Friday, March 23 • 9-ioam 
B2, Convention Center 

This session discusses real-time-strategy 
game design, including mission-building 
and game balance. Concepts include 
building a campaign matrix, designing a 
technology tree, and managing balance 
feedback. Command & Conquer: Red Alert 2 is 
used as an example of what can go right and 
what can go wrong in the production of a 
real-time strategy game. 
Takeaway: Attendees will learn the most 
common design risks in a real-time strategy 
game and how to avoid them. 

Panel - Intermediate 

Use of Realism in Level Design 

Eric Biessman, Duncan Brown, Dario Casali, 
Paul Jaquays, Jacob Stephens 

Friday, March 23 • 5:30-6:3opm 
A7, Convention Center 
Advancements in game-engine technology 
continue to allow increasingly realistic 
environments to be portrayed onscreen. 
Artists and level designers alike are faced 
with the challenge of creating more detailed 
content for the player to experience. What 
impact does the use of realism in level 
design have on the player? At this panel, 
level designers from uniquely different 
backgrounds discuss the use of realism in 
their levels, how their experiences have 
shaped their design choices, and what 
decisions they might make going forward. 
Takeaway: Level designers will take away a 
new perspective on design methods for 
different games and ideas for improving 
their own styles and strategies. 

For Discreet's 
GMAX session please 
see page 66. 

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production keynote 



* • 

Keynote - All 

Out of the Garage: Maturation in Team & Project Management 

Jason Rubin 

Friday, March 23 • 5:306:30pm 
A3, Convention Center 

Game development has finally moved from basements and garages to five dollars per 
square foot, top-floor office space. The view is certainly better, as is the reduction in radon 
exposure. However, as the industry matures, in many instances the game development 
community is struggling to catch up. No longer are game developers basement-dwellers 
working on personal hobbies, they're integral parts of a team creating multi-million-dollar 

A few minutes spent on any industry rumor web site not only provides insight into the 
failures of our industry's management, but also into the pettiness and lack of integrity 
found in the employees that post to them. Missed deadlines, employee turnover, 
overhyped engines, vaporware, ego-driven PR, infighting amongst employees, 
inexperienced managers, missed payrolls, and going bankrupt only to follow the same 
path again are all very familiar examples of industry problems needing constant 
addressing and attention. 

When we do find the group or team that breaks this mold, we often find consistent, well- 
reviewed, multi-million-selling titles. It has been the continuing goal at Naughty Dog to 
achieve such greatness. To do so, we should study others that have been successful and 
unsuccessful, not only to spot problems around us, but also to make sure that we aren't 
doomed to the same mistakes. The goal of this keynote is to share those lessons learned. 

Jason Rubin 

President and Co-Founder of Naughty Dog, has been developing games since 1985. Rubin, partner 
Andy Gavin, and the Naughty Dog team, are responsible for the creation of the Crash Bandicoot 
franchise, and for developing the first four Crash PSX titles: Crash Bandicoot (1996), Crash Bandicoot 2: 
Cortex Strikes Back (1997), Crash Bandicoot: Warped (1998), and CTR:Crash Team Racing (1999). Together, 
these titles have sold more than 20 million units worldwide, with more than half of the sales coming 
from outside of the United States. Crash 3 is the only foreign created and developed title to have sold 
more than a million units in japan in the history of video games. Currently, Rubin and Naughty Dog are 
working on an undisclosed PlayStation 2 title scheduled for release in 2001. 




production track 

Sponsored by NxN Software 

Alienbrain & Digital Production Management - 

Total So lutions to Game Pro duction 

Gregorvom Scheidt 

Friday, March 23 • io:30-n:3oam 
C2, Convention Center 

As game projects become more complex, the 
solutions that help manage them must 
become more comprehensive and more 
powerful than ever before. In short, they 
must become Digital Production 
Management (DPM) solutions. In this one- 
hour session, NxN Software will introduce 
DPM and show you how alienbrain, as a DPM 
solution, can help game developers improve 
project efficiency and profits. 

Lecture - Intermediate 

Baldur's Gate II & Sequels: 

The Good, the Bad, & the Ugly 

Dr. Ray Muzyka 

Friday, March 23 • io:30-n:3oam 
Crystal, Fairmont 

Developing a videogame sequel is not always 
as simple as it may sound. Problems can 
easily develop without careful attention and 
planning. This session discusses how the 
development of Baldur's Gate II unfolded. 
Topics covered include how to avoid some 
common traps that cause things to go off the 
rails (such as feature creep or taking things 
for granted), how to maintain morale during 
the end-game of a product, and how to 
develop the initial plan for development of a 
sequel (outlining feature set, schedule, and 
so on). The presenter describes solutions 
that BioWare used to keep the project on 

Takeaway: Attendees will learn what to 
watch out for when developing a sequel and 
how to make developing a sequel as smooth 
as possible. 

Prerequisite: This lecture is for anyone who 
wants to know how developing a sequel 
compares to developing the original game. 

Lecture -Beginner 

Console Development Crash Course 

Steve Taylor 

Thursday, March 22 • 2:3o-3:3opm 
Ji, Convention Center 

This presentation is an overview of console 
development from start to finish, with 
comparisons to PC development. Topics 
covered include dealing with console 
hardware manufacturers, console 
milestones, console tools, console technical 
differences, and the infamous console 
approval process. Interested in having a 
console title approved on the first 
submission? This session explains how. 
Takeaway: Attendees will leave this session 
with a clear vision of the process of 
developing for consoles. They will also take 

away a good understanding of how the 
process differs from that of PC development. 
The manufacturer/developer/ publisher 
relationship is explained in detail. Attendees 
will learn specific techniques for planning, 
producing, and finishing console games. In 
particular, attendees will leave knowing how 
to finish console games on time and how to 
make the approval process as painless as 

Prerequisite: This presentation is intended 
for anyone new to console development or 
anyone looking for ways to improve their 
console development process. 

Lecture - Intermediate 

Designing Your Company Culture: 

Westwood Studios over 15 Years 

Louis Castle 

Thursday, March 22 • 2:30-3:3opm 
B2, Convention Center 
Company culture is an important attribute 
credited for the success of many companies. 
Culture cuts across every aspect of a 
business and is cited as a reason for 
retention of staff, attraction of top talent, 
reliability, and product quality. "Our people 
are our most valuable resource" has become 
cliche, but how can we identify, analyze, and 
improve our company culture? This session 
explores what company culture is and how it 
can be - even must be - adapted to keep 
pace with interactive entertainment. This 
lecture uses Westwood Studios as a case 
study and cites specific processes that have 
met with success and failure over the past 15 
years. These processes apply to management 
and staff for companies from 2 to 200 
employees, as each and every person in a 
company can and will affect the company 

Takeaway: This session goes into detail on 
things that Westwood has tried in order to 
improve its culture that have failed, the "war 
stories," and things the company has done 
that have worked well. The presenter gives 
details on the types of events, employee 
recognition, compensation systems, 
employee inspired and guided events, and 
overall methods of approaching staff and 
management with ideas on how to improve 
things. Employees will leave with specific 
ideas on how to present company culture 
initiatives, and managers will leave with 
ideas of what they can do to improve morale. 

Lecture - Intermediate 

Don't Ship It Yet: Why You Need Hardcore QA 

Robert Bryant 

Saturday, March 24 • io:30-n:3oam 
Fi, Convention Center 
Although quality assurance is vital to the 
production process, few developers or 
publishers agree on the right way to do it. 
Done well, QA can turn a troubled project 
around. Done poorly, it can do an extreme 
disservice to the product, the developer, the 
publisher, and (of course) the user. The 
essence of QA is a set of concrete standards 
developed by the test and development 
teams. Using real-world case studies of 
several QA labs and the games they 
produced, this lecture analyzes what works 
and what doesn't across a range of structures 
and practices. QA can make all the difference 
at the eleventh hour when the programmers 
are fried, marketing is screaming about end- 
caps at Wal-Mart, and testing can still crash 
the game at the main menu. 
Takeaway: Through discussion of several 
real-world case studies of diverse QA 
departments, participants are primed to 
reevaluate their own QA standards and 
procedures, with an eye toward making the 
QA process at once more structured and 
more collaborative. 

Prerequisite: This session is ideal for QA 
professionals looking for some perspective 
on the challenges facing their profession, as 
well as for production managers, at both the 
developer and publisher level, who are 
looking for better ways to interface with and 
utilize their QA resources. 

Lecture - Intermediate 

Effective Proiect Management 
Randy Angle, William Dwyer 

Saturday, March 24 • 5:30-6:3opm 
A5, Convention Center 
What happens when an architect and an 
engineer tackle project management? Using 
the principles of good product development 
learned through experience before joining 
the game industry, as well as lessons learned 
by surviving disasters since then, this 
session's presenters were able to create a 
successful style of project management. 
Their lecture covers what to do during each 
phase of a project, including schedules, team 
management, risk management, threats, and 

Takeaway: Attendees will take away the tips 
and tricks used by seasoned professionals on 
successful projects. The lecture shows how 
to survive those difficult-to-avoid obstacles 
that the game industry experiences on a daily 
basis. From practical project templates to 
squishy people skills, all attendees can find 
something to use on their next project. 

Prerequisite: This session is intended for 

production track 


team leads in various disciplines, including 
engineers, artists, designers, and producers. Anyone 
who is responsible for some aspect of a project and 
who would like to succeed without stepping on the 
team should attend this session. 

Sponsored by Discreet 


Thursday. March 22 • 2:30-3:3opm 
Ai, Convention Center 

When it comes to game development, Discreet tools 
continue to lead the industry. With the company's 
announcement of gMAX, the game community is 
abuzz over the ability to enhance game play and 
content creation. In this session you will learn how 
gMAX can bring value to your entire game production 

Lecture - Beginner 

How to Kill Feature Creep Without 

Ever Saying No 

Scott Crabtree 

Friday, March 23 • 4-spm 
A7, Convention Center 

What makes a game development project late? It's 
likely a case of feature creep! Having a flexible 
design is a good thing, but developers must manage 
feature creep and changing product requirements to 
prevent their projects from getting out of control. 
This session teaches concrete strategies and 
techniques for maintaining flexibility while staying 
on schedule and budget. 

Lecture - Intermediate 

Leveraging Middleware 


Saturday, March 24 • 9-ioam 

Bi, Convention Center 

What do Munch's Oodysee, Half-Life, Deus Ex, 
Thunderbirds, System Sock 2, and Rune all have in 
common? They have all built with middleware. Today, 
middleware has become such a vital part of game 
development, both for PCs and consoles, that Sony 
has made it a core part of their development support 
plan. Developers are sick of reinventing the wheel 
every time they start a game; publishers are sick of 
waiting months before they see any progress on a 
project; and customers are looking for bigger, richer 
games that more regularly ship on time. This lecture 
examines the pros and cons and ins and outs of 
middleware licensing, including evaluating your 
project's technology needs, evaluating middleware 
providers, when and when not to use middleware, 
negotiating the middleware licensing contract, 
adapting your organization to be content-driven, and 
an overview of current middleware providers. 
Takeaway: Attendees of this presentation will learn 
that middleware is often the best track to reducing 
project risk. They will learn how middleware shortens 
their schedules and helps them focus on the things 
that really make their game great. Because 
middleware is not a silver bullet (although it is 
usually better than starting from scratch), thorough 
middleware evaluation is a crucial part of using these 

tools. Attendees will gain an acceptance of the fact 
that using middleware is a big adjustment for 
programmers. Finally, they will learn not to accept a 
middleware provider's licensing contract at face 
value, but to negotiate the best terms possible. 

Lecture - Intermediate 

Maintaining Your Budget by Organizing, 

Defining Milest ones, and Staying on Schedule 

Don Daglow 

Thursday, March 22 • 9-ioam 
B2, Convention Center 

A game company's mission, first and foremost, is to 
build great games people love to play. As companies 
make the jump from PlayStation titles to PlayStation 
2 and Xbox games, project budgets have doubled 
and even tripled in a single year. Being a little off on 
a million-dollar budget is a $50,000 mistake. 
Running two months late on a $3 million budget can 
be a $500,00 mistake, or cancel a project completely. 
Missing Christmas with a key hit can take $20 million 
off a publisher's books and drop a company's value 
by $100 million on Wall Street. Every year, the 
number of major publishers who can deal with these 
pressures has declined. In this environment, studios 
are developing fewer major games. Publishers 
hesitate to commit to internal or external titles 
unless they feel they can be completed on time and 
on budget. How can developers be creative and 
innovative if they're also trapped in this vise grip of 
tight schedules and budgets? Through case studies 
and audience participation, this session reviews 
ways in which teams can maximize their odds of 
making their budgets and schedules, without selling 
their souls or stir-frying their lives. There are no easy 
answers, but the lecture material includes a list of 
useful ideas for teams in today's industry. 
Takeaway: Unfounded optimism and corporate 
pressures create traps for teams during the planning 
process. Good procedures can help teams avoid 
those traps. A few basic laws of nature apply to all 
schedules, and once developers understand them, 
they'll fool themselves a lot less often and plan far 
more accurately. 

Prerequisite: This session is for anyone involved in 
project scheduling and schedule management. 

Sponsored by Game Spy 

Make More Money, Sell More Games with 

Game Spy Industrjes 

Mark Surfas & Chris Early 

Thursday, March 22 • 2:30-3:3opm 
Ci, Convention Center 

Hear how easy it is to work with Game Spy, the 
online gaming experts, to sell more games, derive 
incremental revenue and decrease development 
costs. Find out how to: make your game available to 
millions of gamers with Game Spy Arcade — create 
buzz around your game with the Game Spy Network 
of editorial sites — incorporate online features into 
your game quickly with Game Spy's Tools. 

production track 


Roundtable - Beginner 

Maintaining Your Budget by Organizing, 

Defining Milestones & Staying on Schedule 
Tim Beenison, Bert Sandie 

Thursday, March 22 • 4-5pm 
Santa Clara I, Hilton 
Saturday, March 24 • 5:30-6:3opm 
Santa Clara II, Hilton 
The game industry is undergoing a 
transformation into an industry that deals 
with multimillion dollar budgets that require 
large diversified teams to build complex, 
high-quality, and entertaining products in a 
timely fashion. In this competitive industry, 
how can companies better ensure that they 
meet these new demands? 

Roundtable - Beginner 

Managing & Using Quality Assurance 

Denis Papp 

Friday, March 23 • 9-ioam 
Santa Clara II, Hilton 
Saturday, March 24 • 4:oo-5:oopm 
San Carlos I, Hilton 

Everyone has witnessed at one time or 
another a software title that is buggy, 
completely broken on some platforms, or 
unpolished. With proper application and 
management of a quality assurance 
program, not only does a project have a 
significantly better chances at coming out 
polished and working properly, but 
production time can be better focused and 
sometimes reduced. This roundtable 
examines various ideas, approaches, and 
experiences with respect to using external 
QA, managing internal QA, coordinating 
different QA teams, and, most importantly, 
using bug-tracking software. 

Roundtable - Intermediate 

Managing Designers 

Kevin Perry 

Thursday, March 22 • 5:30-6:3opm 

E, Convention Center 

Friday, March 23 • 10:30-11:303171 
Santa Clara II, Hilton 
Saturday, March 24 • 9-ioam 
Pacific, Hilton 

Consistent and strong design is a 
prerequisite for any successful title. Yet 
most producers and managers who are not 
designers themselves view design as a 
black-box process and designers as high- 
maintenance, unpredictable elements in 
that process. This roundtable identifies and 
explores many of the critical issues involved 
in managing designers, especially for those 
managers who are not themselves 
designers. Topics include assuring effective 
prototyping, gauging the risks, translating 
design-speak, and evaluating a design. If 
time permits, the roundtable will move 

beyond managing a small team of designers 
on a single project to managing designers 
across several projects. 
Takeaway: Participants will explore good 
methods of assuring that their projects are 
well designed and that their designers are 
working to the best of the team's ability. A 
side benefit is the exploration of how 
different companies handle designers in 
their corporate and team structures. 

Lecture - Intermediate 
Managing 40,000 Assets per Game 
("Hey, Where'd It Go? It was )ust Here!") 

Herb Marselas 

Thursday, March 22 • 5:30-6:3opm 
J2, Convention Center 
Age of Empires II: The Age of Kings consisted 
of more than 40,000 game and production 
assets, ranging from bitmaps and textures 
to 3D models, sounds, music, and source 
code files. However, with the exception of 
the source code, the management of game 
assets at Ensemble Studios has largely 
consisted of editing, copying, and renaming 
files on local and shared network drives. 
This process has sometimes resulted in a 
number of problems, including 
misplacement, corruption, or accidental loss 
of game assets. All of these problems result 
in efforts spent finding or re-creating 
missing assets. With the increasing number 
of assets and people involved in a game 
project, manually maintaining game assets 
takes on an ever-increasing portion of the 
project. In order to reduce, and hopefully 
eliminate, this time from future game 
projects, Ensemble Studios decided to 
evaluate its own asset management needs 
and implement a system for storing and 
managing all game assets. 
Takeaway: While there are many competent 
asset management or asset control 
repositories, all require that developers put 
in a lot of programming time creating the 
front-end integration and workflow that fits 
a specific development environment. This 
lecture discusses how Ensemble Studios' 
asset management needs were translated 
into an effective asset management system 
for future games and the technologies that 
were utilized in doing so. 

Lecture — Intermediate 

Managing Online Games: Release & Beyond 

Renee Middleton 

Saturday, March 24 • 4-5pm 
Ji, Convention Center 

The exclusively online medium is still at the 
frontier of game design. A number of very 
successful games have entered the field, but 
the medium is poorly understood. This 
lecture considers the problems of online 
design, from conception through 
development to release and beyond. The 
development of an online game is offered as 
a prelude. What special design decisions are 
required for an online game? What marketing 
should be done to drive people to an online 
game's web site? What can be done to create 
an initial user base for an online game? The 
heart of this lecture centers on the 
postrelease phase of an online game, when 
customer service rises to the fore. What are 
the special needs of an online-only game? 
How can customers be kept entertained for 
an extended amount of time? How can a 
customer support center balance the desires 
of live customers against business realities? 
Takeaway: Online-only games require 
constant maintenance, updating, and 
upgrading by a dedicated support 
department. Trusted customers can offer 
considerable support to an online-only 
customer support department. 
Prerequisite: This lecture is of primary use to 
managers and customer support 
representatives who have released or are 
considering online-only games. It is also of 
use to developers who are designing or 
programming online-only games 

Lecture - Intermediate 

The Mysterie s of Multi-platform: 

Developing on Console and PC 
David Falkner, GregZeschuk 

Friday, March 23 • 9-ioam 
A7, Convention Center 
Developing for multiple platforms is a 
dangerous venture. Aside from the 
considerable technical differences between 
PCs and consoles, there is a philosophical 
divide obvious to any seasoned game player. 
BioWare has had the opportunity to develop 
for multiple platforms in the last year. MDK 2 
has been co-developed on the Sega 
Dreamcast and PC, with an additional, 
subsequent version for PlayStation 2. Once 
solely a PC developer, BioWare now develops 
all of its projects with both a PC and console 
target in mind. The purpose of this talk is to 
outline BioWare's experiences in the 
uncertain territory between platforms. The 
first half of the lecture deals with the design 
issues that arise when considering both 
console and PC targets for a game, and the 
second half specifically outlines technical 
issues in the same circumstance. 



Panel -Intermediate 

Server Load Issues for Massively 


Rich Lawrence, John Smedley, Gordon Walton 

Saturday, March 24 • 2:30-3:3opm 

J2, Convention Center 

Come join producers of major massively multiplayer 

online games for a discussion on managing server 

loads for hundreds of thousands of players. 

Takeaway: Attendees will learn how to design a 
massively multiplayer game to handle load. The 
panel discusses the consequences of design and 
implementation on server loading and how that 
affects profitability and maintainability. Attendees 
will hear common load scaling issues to avoid. 
Prerequisite: This session is informative for anyone 
interested in building or running a massively 
multiplayer game. 

Roundtable - Intermediate 

Team Management on Large Projects 

Trent Oster 

Thursday, March 22 • 4-5pm 
E, Convention Center 

Friday, March 23 • 4-5pm 
Santa Clara II, Hilton 
Saturday, March 24 • 2:30-3:3opm 
San Carlos I, Hilton 

This roundtable focuses on large-project team 
management from the trenches. Participants discuss 
topics from the creation of a development team to 
the management of that team during the 
development process. The animated discussion 
covers everything from recognizing warning signs 
before the apocalypse to giving positive feedback 
without smiling. 

Takeaway: Attendees will leave the session filled 
with a newfound love of solid objects and an 
unreasonable fear of game designers and Microsoft 
Word documents. An added awareness of team 
morale and related experiences in development is 
purely secondary. 

Prerequisite: The roundtable is aimed at people in 
the game industry either in management or 
considering management roles in game 

Lecture - Intermediate 

What Does It Take to Make a Successful 

Persistent O nline World? 

Raph Koster, Rich Vogel 

Friday, March 23 • 9-ioam 
San Jose Civic Auditorium 
With the success of Ultima Online and Everquest, 
many in the game industry are eyeing the 
development of persistent online worlds. But 
producing for this sort of game is substantially 
different from producing stand-alone or even 
network-play games. This lecture provides an 
overview of the production process for persistent 
world games, covering lessons learned from Meridian 
59, Ultima Online and Everquest. 

Takeaway: Tangible takeaways from the presentation 
include concrete, specific methods used to tackle 
various problems in massively multiplayer 
production, a better understanding of the 
implications of various production choices in online 
development, a sense of what type of team is needed 
to build a massively multiplayer online game, and 
how the development process differs from single- 
player game production. 
Prerequisite: This session is intended for 
intermediate developers, and while it emphasizes 
production aspects, technical considerations are also 
discussed at a high level. An understanding of the 
massively multiplayer audience and of existing 
popular games is helpful in comprehending the 


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programming keynote 



Programs, Emotions & Common Sense 

Marvin Minsky 

Saturday, March 24 • 2:303:30pm 

San lose Civic Auditorium 

A decade ago, our simulations were not yet capable of rendering believable animations. Today, our 
animations are convincing, but we still lack the ability to create compelling characters. What is lacking 
is the quality of what we call common sense knowledge and reasoning. To program such things, we 
need better ways to represent knowledge. We also need to develop ways to quickly switch between 
different knowledge and reasoning schemes. 

If we can do this well enough, our virtual worlds will become more exciting, and the characters that 
inhabit them will be much more attractive, lively, and engaging. Our goal should be to provide worlds 
that are so exciting - such as those that we read about in the novel True Names - that our players will 
want to remain in the game, instead of returning to their everyday jobs. 

Marvin Minsky 

Marvin Minsky is Toshiba Professor of Media Arts and Sciences and Professor of Electrical Engineering 
and Computer Science at the Massachusetts Institute of Technology. His research has led to both 
theoretical and practical advances in artificial intelligence, cognitive psychology, neural networks, and 
the theory of Turing Machines and recursive functions. He has made major contributions in the 
domains of symbolic graphical description, computational geometry, knowledge representation, 
computational semantics, machine perception, and symbolic and connectionist learning. He has also 
been involved with many studies of advanced technologies for space exploration. Professor Minsky 
was also one of the pioneers of intelligence-based mechanical robotics and telepresence. He designed 
and built some of the first mechanical hands with tactile sensors, visual scanners, and their software 
and computer interfaces. 



See us in Booth #808 

programming track 




Lecture - Intermediate 

1,500 Archers on a 28.8: Network Programming 

in Age of Empires & Beyond 

Paul Bettner, MarkTerrano 

Thursday, March 22 • 2:30-3:3opm 
San )ose Civic Auditorium 

Moving a few units around in your multiplayer game 
is an easy concept to grasp, but the challenge of 
tracking thousands of units over a modem 
connection is an entirely different matter. This 
session opens the hood on the Genie engine, the 
technological foundation of the Age of Empires series. 
The presenters further delve into the multiplayer 
implementation of the next-generation Bang! engine, 
and discuss some of the lessons learned and the 
evolution of the networking code throughout 
development of the Age of Empires titles. The 
presentation covers useful tools, testing methods, 
and a few horror stories from the network code 
development of both engines. 
Takeaway: Lecture attendees should gain a better 
understanding of communications issues in real-time 
strategy games and how Age of Empires' development 
team addressed those problems, the benefits and 
pitfalls that a developer faces when using a 
synchronous simulation mode, and the tools and 
techniques that reduce work and debugging time 
when using this model. 
Prerequisite: This lecture is intended for 
programmers who are considering using 
simultaneous processing among peers to solve the 
"too much simulation, too little bandwidth" problem. 

Lecture - Intermediate 

Adaptive Software for Next-Generation 

Textur e Hardware 

Michael Jones 

Saturday, March 24 • 4:oo-5:oopm 
A3, Convention Center 

The sophistication with which texture hardware is 
used in games is a defining characteristic of their 
visual appeal. Developers have progressed from 
untextured to textured to two-pass or two-texture 
light maps and finally to simple multi-pass texturing. 
With game projects now relying on rich multi-texture 
and multi-pass rendering, mapping content and 
rendering techniques to hardware with differing 
numbers of texture units, fragment blending 
operators, and texture selection modes can be a 
daunting task. This lecture presents several 
successful approaches to solving these problems in 
the context of new graphics hardware. 
Takeaway: Attendees will learn techniques for 
writing games that can easily be adapted to take 
advantage of varying numbers of simultaneous 
texture units in current and next-generation graphics 
hardware. The presenter also demonstrates novel 
approaches to maximizing the benefit of emerging 
hardware with rich multi-texture capability. 

Lecture - Intermediate 

Advanced Character Physics 

Thomas Jakobsen 

Saturday, March 24 • io:30-ii:3oam 
A3, Convention Center 

Hitman: Codename 47 is the first game to implement a 
complete physically based model of articulated 
human bodies. Each death animation is computed in 
real time as a result of the force inflicted and 
interactions with the environment. Furthermore, the 
engine applies some novel and very efficient yet 
simple algorithms for simulating cloth, and extends 
these to cover other materials such as plants. The 
approach is mathematically simple, yet it represents 
a unified framework for a number of concepts such 
as particles; rigid, soft, and linked bodies; cloth 
simulation; and real-time inverse kinematics. Unlike 
other approaches, its basic implementation requires 
knowledge of only simple mathematical notions. 
Sprinkled with examples, this lecture explains the 
techniques involved in building a dynamics engine. It 
also deals with important issues such as stability, 
efficiency vs. accuracy, constraint and contact 
handling, friction, and inverse kinematics. 
Takeaway: Attendees will get acquainted with some 
of the intricacies of advanced physics simulation, 
including nontrivial subjects such as contact and 
constraint handling, stability issues, and getting a 
simulation to work in a game environment. 
Attendees will learn about a very practical and 
mathematically simple way to build a game-related 
physics simulation that unifies many elements. They 
will gain the ability to implement some of the 
algorithms presented and extend some of the 
lecture's ideas to fit other particular purposes. 
Prerequisite: The lecture is aimed towards technical 
people with a mathematical inclination. Although the 
ground principles are described briefly, a basic 
knowledge of mathematics and physics is an 

Sponsored by AMD 

AMD Platform Roadmap & D1RECT3D Processor 

Optimization Techniques 

Mike Goddard & Tom Deneau 

Thursday, March 22 • 2:30-3:3opm 
C2, Convention Center 

After a brief update on the AMD platform roadmap, 
AMD software engineers will share practical lessons 
learned from the optimization of the Processor 
Specific Geometry Pipelines (PSGP) for the last 3 
generations of Direct3D. The session will give 
programmers insight into processor specific 
optimization techniques and a better understanding 
of how to leverage the optimizations integrated into 

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Lecture - Intermediate 

Anybody Seen That Transform Node? 

Strategies to Better Link Animation 

Data in Games 

Thomas Engel 

Thursday, March 22 • 4-5pm 

kj, Convention Center 

After a brief run-down on the basic 
principles of a run-time animation system, 
this session focuses on various problems 
encountered while implementing such a 
system. The first part of the lecture covers a 
method of linking the game application and 
the animation system that could be dubbed 
"custom data routing." The principles of this 
method offer a more unified approach than 
has previously been used in game 
development. The second part of the lecture 
tackles optimization tactics and data 
storage reduction suitable for next- 
generation console development. 

Prerequisite: This lecture is intended for 
programmers just starting next-generation 
platform development projects. 

Lecture - Intermediate 

The Basics of Team Al 

Clark Gibson, John O'Brien 

Thursday, March 22 • 9-ioam 
)2, Convention Center 

With the popularity of network play growing 
every day, modern gameplay is moving away 
from a single-player modes to team-based 
games with cooperative goals. This change 
in game styles has necessitated a change in 
Al, from individual Als out to hunt down a 
single player to team Als that either help the 
player or cooperate in the hunt. This lecture 
discusses the basics of team-based Al, 
drawing on the speakers' experience with 
games such as Tom Clancy's Rainbow Six and 
Shadow Watch. 

Takeaway: Attendees will gain a better 
understanding of the issues involved in 
creating a team-based Al and how it differs 
from creating an individual Al. The 
differences between cooperative and 
competitive Al behaviors will be presented. 
Implementing a hierarchy of Als to represent 
the team structure will be discussed, and 
some implementation details down at the 
individual level that differ from typical 
autonomous Als will be shown. 
Prerequisite: The lecture focuses on areas of 
Al specific to implementing team Als. 
Attendees should already have a basic 
knowledge of individual Al behaviors such 
as pathfinding, finite state machines, and 

Lecture - Intermediate 

Bringing Physics into Play 

Jay Stelly 

Thursday, March 22 • 2:30-3:30pm 
A5, Convention Center 

Vehicle simulation games have used real- 
time physics simulation for years. Now 
physics simulation is slowly making its way 
into other game genres. Bringing this 
complex and often unpredictable technology 
into the world of nonsimulation gameplay 
offers many challenges. How much physics 
simulation do we need? Should we build or 
buy physics technology? What are the major 
challenges in integrating a physical 
simulation with a typical game engine? 
When do current simulation techniques 
break down, and what can we do about it? 
How can we minimize the amount of physics 
that game designers need to learn? This 
session shares experiences of bringing 
physics technology into Valve's world of 
first-person action games. 

Takeaway: The audience leaves with 
techniques for integrating simulated game 
elements into nonsimulation games. They 
also learn techniques for reducing the 
burden of physics on game designers and 
get a snapshot of someone else's 
experiences working through these issues. 
Prerequisite: This session is for engineers 
who are interested in solving the real-world 
problems of bringing physics simulation into 
their games. The session is not about 
developing simulator technology, but people 
with some knowledge of physics, collision 
detection, and game systems and engines 
will benefit most. 

Sponsored by Game Spy 

Bring Your Game to Market Faster with 

Game Spy Tools 

David Wright 

Friday, March 23 • 4-spm 
C4, Convention Center 
Find out about the new suite of hot 
development tools from Game Spy, the 
online gaming experts. Learn how to speed 
your game's development process with: 
server tools to incorporate many multiplayer 
tools like match making and persistent 
player data storage — user tools to offer 
cool features such as rankings, chat, and 
instant messaging — administrative tools to 
add usage tracking, anti-piracy validation, 
and auto-updating. 

Lecture - Intermediate 

BSP Collision Detection as Used In MDK2 

& Neverwinter Nights 

Stan Melax 

Saturday, March 24 • 4-5pm 
San )ose Civic Auditorium 
This lecture describes how to perform object 
to world collision detection and resolution 
using Binary Space Partioning (BSP) trees in 
a 3D videogame. By beveling the BSP tree 
and dynamically offsetting the plane 
equations during a collision detection query, 
it is possible to provide approximate 
collision detection for larger moving objects 
in about the same time it takes to intersect a 
simple line segment with the tree. The utility 
and performance is demonstrated using 
results from MDK2. 

To provide the attendees with a "complete 
picture," this lecture also discusses 
BioWare's approach to building BSP trees 
from game content produced in 3DS Max 
and provides a comparison (advantages and 
disadvantages) to other methods seen in 
custom level editors. 
Takeaway: People attending this session 
will learn a very fast method of colliding 
nonzero volume objects with a static 
environment. They will also learn myriad 
tricks, including how to optimize for 
collision detection of object groups (such as 
for particle systems), how to deal with 
moving platforms, and how to resolve 
collisions when they occur. Since part of the 
lecture follows the steps from BSP 
construction in 3DS Max to its deployment 
in the game engine, people will take away 
all the information they require to 
implement their own system. The attendees 
will gain an understanding of how the ideas 
and methods presented here compare with 
various other solutions (such as OBB and 
GJK). Hopefully as a result, attendees will be 
better able to decide which technologies are 
most appropriate for their own projects. 
Prerequisite: This lecture is best suited for 
game and engine developers interested in 
collision detection methods for 3D 
polygonal worlds. 

Lecture - Intermediate 

Cache-Conscious Coding 

Jon Bentley 

Friday, March 23 • 4-5pm 
A3, Convention Center 
Computer architects are magicians. They 
make us believe the ludicrous proposition 
that 50-nanosecond RAM can keep up with 
i-nanosecond processors. Most of the time, 
we fall for their cruel hoax because of the 
wonder of caches: small, fast memories that 
apparently give us huge volume at low cost 
and fast speed. Most programmers receive 
the benefits of caches without worrying 

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about the mechanism. Cache-conscious software 
design takes caching into account and thereby 
speeds up some programs. This lecture shows how 
cache-conscious coding techniques can achieve 
speed-ups of up to an order of magnitude across a 
wide variety of machines. The examples emphasize 
algorithms and data structures, but the techniques 
apply to all software projects. 
Takeaway: Attendees will leave this session with a 
few simple ideas and tools that can help them 
produce code that is cache-efficient across a range of 

Prerequisite: This lecture is for programmers 
interested in code tuning to increase software 
performance; a first class in algorithms (or 
equivalent reading) might be helpful in order to 
appreciate the examples. 

Lecture - Intermediate 

Camera Techniques for Complex Environments 

Gavin James 

Thursday, March 22 • 5:30-6:3opm 
A5, Convention Center 
The 3D game environment is an exciting and 
challenging place both for game players and 
developers. Among the many technical difficulties 
presented by such an environment, the camera 
stands out as an element with enormous and as yet 
unrealized potential. A poorly implemented camera 
can lead to unnecessary player frustration and 
render an otherwise excellent game mediocre. A 
good camera, on the other hand, can serve to 
delineate gameplay, enhance the excitement of well- 
tuned action, and get the best angle on carefully 
crafted graphics. These tasks become increasingly 
difficult as game environments become ever more 
detailed and complex. This lecture presents 
techniques and information acquired during 
development of a PlayStation 2 free-roaming 
platform action game. Topics covered include 
techniques (including plenty of useful mathematics) 
for following the action smoothly, dealing with and 
passing obstructions, maintaining proper 
perspective on gameplay, and integrating everything 
to make all this hard work appear effortless. 
Takeaway: Attendees will acquire conceptual and 
mathematical camera techniques for keeping action 
smooth and focused in complex environments. 
Prerequisite: This lecture is aimed at technical 
people, including designers and coders, interested in 
getting good behavior from a game camera in a 
detailed 3D environment. Prior knowledge of matrix 
techniques is helpful. 

Lecture - Intermediate 

Cheating in Mum player Games 

Matt Pritchard 

Saturday, March 24 • io:30-ii:3oam 

A5, Convention Center 

As multiplayer gaming capabilities have moved from 

fulfilling a tiny niche to a near-requirement in games, 

the phenomenon of multiplayer cheating has 

exploded. Information on the problem has been 

scarce, as publishers and front-office types have 

often refused to let developers even acknowledge 
that cheating is taking place in their games, not 
comprehending the damage being done to their 
products' reputations. This lecture examines a wide 
range of multiplayer game types - from first-person 
shooters and strategy games to casinos and 
massively multiplayer role-playing games - and the 
kinds of cheating that can take place in them. Specific 
cheats are analyzed and dissected, explaining not 
only how they were accomplished, but what possible 
defenses can be designed into a product to prevent 
them from happening in the first place. 
Takeaway: Attendees will gain a better appreciation 
and understanding of the problem of multiplayer 
cheating and what harm it can do to their products. 
They will also gain insight into the motivations and 
desires of those who create and use the cheats. They 
will come away with a framework for identifying and 
classifying the types of multiplayer cheating and 
estimating their individual impacts. Attendees will 
also gain knowledge to help them identify the 
weaknesses in their own multiplayer games, and will 
learn how to prevent or discourage cheating in their 
own games. 

Prerequisite: This session is targeted at anyone 
developing a game with multiplayer capabilities or 
anyone with an interest in the subject. Project 
managers and producers will benefit by gaining a 
good overall understanding of the issues and costs. 

Roundtable - Intermediate 

Cheating in Multiplayer Games 

David Weinstein 

Friday, March 23 • 4-5pm 
E, Convention Center 
Saturday, March 24 • 9-ioam 
D, Convention Center 

Unless the developer has complete control of both 
the hardware and the network, it is impossible to 
prevent cheating. However, it is possible to make it 
harder to cheat. What tricks and techniques have 
developers learned to try to stifle cheating in 
multiplayer games? What cheating techniques have 
developers encountered? How do you limit cheating 
when all it takes is one dedicated player and a web 
page to spread the problem throughout the customer 
base? And when does it become too expensive to 
block a cheat, and conversely, what cheats must be 
blocked at all costs? 

Panel -Intermediate 

Choosing, Designing & Implementing Scripting 

Languages: Tales from the Script 

Mark Brockington, Kevin Bruner, Rob Huebner, 

Tim Sweeney 

Friday, March 23 • io:30-n:3oam 
A5, Convention Center 

Four industry veterans who have chosen and/or 
implemented scripting languages gather to talk 
about scripting languages and the issues around 
them. Why have we chosen the scripting languages 
that we use? What are the benefits and drawbacks of 
prepackaged languages versus roll-your-own 
languages? What tools do we use to implement the 

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scripting language? How do we implement a 
virtual machine to run the scripts on a PC? 
How do we run scripts on a console system? 
Why use interpreted scripts versus compiled 
code? How much emphasis should be 
placed on debugging tools? What should 
one avoid when implementing a scripting 

Takeaway: Producers, programmers, and 
designers will discover the rationale behind 
the scripting language choices that have 
been made on other projects. This panel will 
assist them in arriving at excellent scripting 
decisions for any future projects. 
Programmers will learn about some of the 
techniques, tools, and tricks that are used to 
implement roll-your-own scripting 
languages. The benefits and pitfalls of 
various scripting approaches on console and 
PC-based systems will be discussed. 

Prerequisite: Programmers who have 
implemented, or will implement, a scripting 
language will get the most out of this panel. 
Anyone who must choose a scripting 
language for a future project, or anyone who 
is interested in the design of scripting 
languages, will also benefit from the 
information discussed at this panel. 

Sponsored by AMD 

CopeAnalyst - Profiling & Analysis Tools for 

AMD Processor Architectures 


Friday, March 23 • 2:30-3:3opm 
C2, Convention Center 

Saturday, March 24 • 2:30-3:3opm 
C2, Convention Center 

CodeAnalyst is a profiling and analysis tool 
that helps software developers Optimize 
their application software for AMD 
processor architectures. With integrated 
support for both timer-based statistical 
sampling and simulation-based detailed 
cycle-by-cycle analysis, both the initial 
bottleneck determination and the final 
bottleneck resolution can be determined 
with the same tool. 

Sponsored by Softimage 

Creating & Debugging Complex Game Logic 

Michael Svihura 

Thursday, March 22 • 2:30-3:3opm 

C4, Convention Center 

Saturday, March 24 • 2:30-3:3opm 

C4, Convention Center 

The release of powerful new game consoles, 

such as the Playstation2 and the XBox, has 

created the expectation of more interesting 

and sophisticated game play. It has always 

been difficult to create game logic using 

traditional programming tools such as 

C/C++, and this will only become more 

challenging as the requirements for more 

complex logic increases. In this session, we 

will present Softimage® Behavior, an 
integrated development system comprised 
of a cross-platform logic runtime and a 
powerful editing tool. The runtime combines 
Hierarchical Finite State Machines (HFSMs) 
with Piccolo, a tiny Java-like scripting 
language. The editor provides a complete 
development environment for editing and 
debugging HFSMs and Piccolo scripts, and 
provides real-time on-target debugging 
capabilities on many game console 

Sponsored by Real Networks 

Creating Games for Digital Distribution 

Over the Internet 

Friday, March 23 • 4-spm 
C2, Convention Center 

This session focuses on how to create 
games for digital distribution over the 
Internet. Includes exciting new 
developments in digital distribution, 
examples of how to add features supported 
by RealNetworks, and ways to optimize 
delivery of your games over the Internet. 
Don't miss out on this extraordinary 
distribution choice! 

Sponsored by Comverse Network Systems 

Creating Wireless Games: 

What Developers Want to Know 
Dan Scherlis 

Thursday March 22 • 4-5pm 
C4, Convention Center 

Comverse Game Network presents an 
overview of state-of-the-art devices, 
platforms, and technologies for wireless 
game-development, with focus on 
Comverse's development environments for 
both data (WAP or iMode) and audio 
(VoiceXML, voice-response/ recognition) 
games. This session will focus on cutting the 
technology-buzzword fog, but will also treat 
design and business/production issues. 

Lecture - Intermediate 

Creature Smarts: The Art & Architecture of 
a Virtual Brain 

Robert Burke, Damian Isla 

Friday, March 23 • 4-spm 
A5, Convention Center 

This lecture describes the process of 
character creation from a behavior-based 
standpoint. Drawing upon experience 
designing interactive installations, the 
speakers discuss the components necessary 
to take a character from its initial artistic 
design phase through to its implementation 
as an autonomous agent in a dynamic 
virtual world. In designing these virtual 
creatures, the Synthetic Characters Group at 
the MIT Media Lab draws inspiration from 
animal behavior, experimental biology, and 
the brain and cognitive sciences. The 

speakers discuss how the lessons drawn 
from these diverse fields can inform the 
design of a character's cognitive 
architecture, perception system, short-term 
and associative memory, emotion system, 
motor system, and learning. The primary 
case study used is Duncan, an autonomous 
sheepdog first presented at the Game 
Developers Conference in 2000. 
Intelligence is a problem that can be tackled 
in layers, by breaking its components into 
discreet subsystems as suggested by 
nature. Under this system, in the end, doing 
things right is easier. Enforcing perceptual 
honesty and making use of biologically 
inspired cognitive models results in more 
lifelike behavior. Expressiveness is key; if 
it's in the character, show it. Al is not an 
afterthought; an interactive system should 
be designed with Al in mind from the 

Prerequisite: This lecture is intended for 
game designers who are interested in how 
to design a system from the very beginning 
to accommodate intelligent creatures, and 
Al programmers looking for an alternative to 
current rule-based behavior systems. A 
general familiarity with behavior-based Al, 
character design techniques, and character 
animation is useful but not strictly 

Lecture - Intermediate 

Dealing with Memory Constraints: 

Bringing D r. Jones to t he Inferna l Machine 

Florian Sauer 

Friday, March 23 • io:30-ii:3oam 
A7, Convention Center 

Not only is porting games from the PC to a 
console a challenging task due to different 
views and approaches towards videogame 
design, it also involves serious technical 
difficulties in regards to processor speed, 
rendering capabilities, display hardware, 
and so on. Memory constraints are one of 
the biggest issues, since most PC games can 
easily require more than 128MB of RAM. 
Porting such games is a difficult process, 
which involves every technique available to 
run on systems having as little as 4 to 8MB. 
The lecture presents techniques for caching 
data, rewriting data structures, and 
implementing a virtual memory kernel to 
overcome these challenges. 

One could argue that developers today no 
longer need to worry about such issues 
anymore, with new systems such as 
PlayStation 2 and GameCube slowly taking 
over. However, their rendering capabilities 
have improved in orders of magnitude while 
their memory subsystems have not, which 
suggests that memory organization and 
efficient memory usage will become even 
more important. 
Takeaway: Attendees will learn proven 

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techniques for overcoming memory constraints, 
which were helpful in porting Indiana Jones and the 
Inferenal Machine from the PC to the Nintendo 64. 
Prerequisite: Average experience on any console 
should be sufficient to follow the ideas presented in 
this session. 

Sponsored by Microsoft 

DirectPlay/DPlay Voice 

Robert Di Benedetto 

Thursday, March 22 • 5:30-6:3opm 
C4, Convention Center 
Friday, March 23 • 9-ioam 
C4, Convention Center 

DirectPlay 8 represents a complete re-write of the 
DirectPlay networking layer. Come and hear about 
the new features available in this high performance, 
streamlined network technology designed 
specifically for online gaming. Learn how simple it is 
to provide voice communications, lobbying and high 
scalability to your projects. The new protocol 
features and proven reliability make DirectPlay 8 a 
compelling choice for your next online project. 

Lecture - Intermediate 

Experiences in Programming Maya 3.0 

Dean Giberson 

Saturday, March 24 • 9-ioam 
A7, Convention Center 

This lecture discusses the current state of Maya 3.0 
with respect to the needs of the game industry. 
Points of discussion include data structures, plug- 
ins, animation, and blind data. Both helpful and 
hindrance topics are brought forward and explained. 
Maya plug-ins and internal data structures are laid 
out first, allowing individuals without intimate 
knowledge of Maya to follow the discussion. The 
animation section goes into the math behind the 
animation curves, pointing out the strong and weak 
points of the animation system's math and data 
structures, while paying close attention to their run- 
time characteristics. The session then focuses on 
plug-ins and what can be done within Maya's API to 
aid a game's art path. The session presents 
workarounds for certain limitations that game 
developers may encounter. The final part of the 
session covers the uses of blind data, including how 
to add to, remove from, and extend the current blind 
data system in Maya 3.0. 

Lecture -Advanced 

FuBi: Automatic Function Exporting for 

Scripting & Networking 

Scott Bilas 

Saturday, March 24 • 5:30-6:3opm 
A3, Convention Center 

Many articles have been written about scripting 
engines: how to build the parser, how to design the 
virtual instruction set, and so on. And likewise, many 
articles have been written about networking: how to 
handle latency, how to pack up data efficiently, and 
how to pipe it to other machines. A critical piece 
tends to be missing, left as an exercise for the 
reader: how does one get a game engine to talk to 

the game? That is, how does a scripting function call 
an actual C++ game function? How does a network 
remote procedure call actually invoke the C++ 
function when it reaches the other machine? What 
about more complicated issues such as passing 
pointers or strings over the network? This session 
describes in detail a novel method for exporting a 
game's functionality to dynamic systems such as 
scripting, networking, and databases. An enhanced 
version of the design presented in this lecture is 
essentially the foundation for much of Dungeon 
Siege's back-end systems. This material presented in 
this lecture also appears in a simpler form in the 
book Game Programming Gems. 
Takeaway: An attendee will come away from this 
lecture with a novel method for automatically 
exporting a game's function and type system and an 
understanding of why this is such a powerful tool to 
have with today's complex games. They understand 
exactly how C++ function calls are made at the 
assembly level. They also know how to abstract this 
concept into a generic interface for connecting the 
game's systems with engines that require dynamic 
binding, such as scripting engines, networking 
engines, and databases. 

Lecture - Intermediate 

Game Boy Advance Resource Management 

Rafael Baptista 

Thursday, March 22 • io:30-n:3oam 
Bi, Convention Center 

A big part of making a successful Game Boy Advance 
game is managing system resources. This lecture will 
present algorithms and code for managing one of the 
most important resources on AGB, the various kinds 
of memory. We will talk about managing OAM 
memory to efficiently allocate and Z-order sprites 
using two copies of the OAM. A fast and efficient 
memory allocator for OBJ sprite memory will be 
presented, as well as techniques for streaming tiles 
into sprite memory for side-scrollers and isometric- 
tile engines. The lecture will also present an 
extremely small and flexible pool allocator that 
allocates blocks of variable size (not just a trivial 
fixed-size allocator) while using just three percent 
memory overhead to manage the pool. Finally, the 
lecture covers the "Mersienne Twister," a relatively 
new random-number generating technique which 
generates statistically correct random numbers 
without using mod or divide, ideal for AGB which 
does not implement these operations in hardware. 

Roundtable - Intermediate 

Game Editing Tools Rqundtable 

Todd Howard 

Thursday, March 22 • 10:30-11:30801 
E, Convention Center 

Friday, March 23 • io:30-n:3oam 
E, Convention Center 

This roundtable is about listening to and sharing 
opinions and experiences using and creating editing 
tools. When is it best to use a commercially available 
tool, and when to custom-build one? Which 
commercial tools are the best? How reusable should 

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editing tools be from project to project? 
Should developers release their tools to 
mod makers? What makes a good tool? This 
is a great roundtable for programmers, 
artists, and designers. 

Takeaway: What are the trends in tool 
creation and selection? Attendees will find 
out what commercial packages other 
developers have been using and to what 
degree of success, as well as how other 
developers are using custom tools, at what 
cost, and to what success. 
Prerequisite: This roundtable is for anyone 
who has ever had to use or create a game- 
editing tool. 

Lecture -Advanced 

Implementing Multicolored Volumetric Fog 
Without Using Up Text ure Stages 

Juan Carlos Arevalo Baeza 

Friday, March 23 • 5:30-6:3opm 
A5, Convention Center 
This lecture describes a volumetric fog 
technique used in an already released game. 
The technique requires per-vertex 
computations only, leaving the texture units 
free to be used for other purposes, and is 
applicable to outdoor environments. The 
lecture also explores methods of 
implementing this technique, including a 
study on how to do it using the new vertex 
shader feature of DirectX 8. The fog 
technique described makes use of a 
raycasting algorithm, some geometrical 
math, and some clever use of the diffuse 
and specular color interpolators of the 3D 
accelerator. As explained, the technique 
uses planar, spherical, ellipsoidal, and 
toroidal volumes to enclose the volumetric 
fog, but with a little bit of applied math, it 
allows for any other kind of volume required 
by the 3D engineer. 

Takeaway: Attendees will learn how fog 
math works, how to get more fog out of a 
standard pipeline, how to describe the 
different fog volumes proposed, and how to 
implement them. 

Prerequisite: This lecture is intended for 
serious 3D engineers with good knowledge 
of the standard DirectX or OpenGL rendering 
pipeline architecture. All examples are 
presented using DirectX 8, so some 
knowledge of that API is recommended. The 
lecture uses some advanced 3D math 
concepts and also requires a mind open to 
new views on how to use, and even abuse, 
the features of the existing APIs and 3D 

Lecture - Intermediate 

Intelligent Data Distribution for 

Massively Multipl ayer Games 

Nate Burgess 

Friday, March 23 • 9-ioam 
A3, Convention Center 

In multiplayer games intended for tens, 
hundreds, or even thousands of 
simultaneous players, the methods used to 
transfer network events between players 
can quickly make or break a game server. 
This lecture presents the approach used in 
Zilo Universe to partition large numbers of 
players into dynamic groupings, effectively 
reducing the overall network traffic of the 
simulation. Loosely based on HLA Data 
Distribution Management (from the High 
Level Architecture used in military 
distributed simulations), this approach 
incorporates group aggregation and 
statistical profiling to reduce the overall 
traffic more than traditional DDM 
approaches. Topics include a conceptual 
overview of HLA's Subscription and Update 
Regions, pros and cons of aggregation, 
client-side prediction and simulation, using 
client traffic statistics for cheat detection, 
and metrics for evaluating whether this 
approach is appropriate for a particular 
game design. 

Takeaway: Attendees will gain a deeper 
insight to the inherent traffic issues in 
making large-scale online games. The art of 
multiplayer games is the art of illusion. 
Some types of game designs are able to get 
away with more tricks than others. 

Prerequisite: This lecture is intended for 
designers and software developers working 
on large-scale multiplayer online games. 
Familiarity with client-server architecture 
and network latency issues is assumed. 

Lecture - Intermediate 

Interactive Animated Characters 

Ken Perlin 

Friday, March 23 • io:30-ii:3oam 
|2, Convention Center 

Interactive character animation has focused 
mainly on animation, physical simulation, 
and rendering. Traditionally, behavior has 
been implemented by a combination of 
linear animation and motion capture. These 
techniques work reasonably well for 
interactive games, where the goal is mainly 
to explore worlds, gain points, kill enemies, 
and solve puzzles. But what if we want to go 
in the direction of interactive narrative — 
say, an online drama or sitcom? In this case, 
we want to explore the personalities of the 
characters themselves. Is this possible or 
even desirable? How do we marry 
technology and content to find out? For 
audiences to buy into the believability and 
psychological presence of an interactive 
animated character, the whole notion of 

linear animation needs to be replaced. 
Takeaway: Attendees will take away an idea 
of what it takes to create believability in an 
interactive character? 

Prerequisite: This session is intended for 
anyone interested in the future of believable 
interactive animated characters and 
nonlinear narrative. 

Sponsored by Plazmic Inc. 

Java Solutions for Rich Wireless 

Media Developers_ 

Thursday, March 22 • io:30-ii:3oam 
C2, Convention Center 
Plazmic's team will present their new )ava™ 
technology and XML-based Workshop that 
allows content developers to rapidly create 
and deploy rich mobile media content for 
the wireless internet. Combined with its 
Server Suite solution and client-side Media 
Engine, broad content developer audiences 
can write content once and deploy across 
lava technology wireless devices quickly and 
effectively. Workshop changes everything! 

Lecture - Intermediate 

Latency Compensating Methods in Client- 

Server In-Game Protocol Design and 

Yahn Bernier 

Saturday, March 24 • 5:30-6:3opm 
San Jose Civic Auditorium 

The session focuses on various aspects of 
designing in-game networking code, 
including a period of reflection upon the 
game design implications of technical 
choices. Although the future promises 
broadband connections for many people, 
the widespread adoption of broadband will 
take quite some time and, even then, will 
not alleviate the need to write efficient 
network code. A certain amount of latency 
will always exist in a client's game 
connection over the Internet (for example, 
the speed of light) thereby presenting the 
game designer and coder with opportunities 
to enhance the feel of the game by 
minimizing the effects of latency. Specific 
minimization schemes are explored, 
including predictive methods as well as 
compensating methods such as lag 
compensation. Even after users' bandwidth 
capacity has increased, application 
developers will still saturate all available 
bandwidth in their pursuit to enrich and 
scale the player experience. This session 
explores the impact on bandwidth 
consumption of various game design 
decisions, such as supporting one or more 
channels of voice communication and 
scaling to many players. 

Takeaway: Attendees will gain a sense of 
the impact of networking implementation 
and design decisions on the feel of a game. 

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Attendees will also gain an appreciation for how 
users are likely to scale their demands on systems 
and how to deliver a solid in-game experience even 
under these demands. 

Lecture -All 

Lessons Learned from a Year with Xbox 

Michael Abrash 

Friday, March 23 • 5:30-6:3opm 
J2, Convention Center 

After spending nearly 20 years of looking at PC 
performance and graphics, Mike Abrash spent the 
last year exploring the performance characteristics of 
the Xbox, especially Xbox graphics. Despite the 
technical similarities between the Xbox and PCs, 
Xbox performance has proven to be surprisingly 
fresh and interesting territory. The key difference is 
that because Xbox is a fixed platform, it's both 
possible and worthwhile to delve much further into 
the nature of performance on Xbox - all the way 
down to cycle counts, memory timings, and caching 
strategies. This lecture explores these sorts of 
hardcore performance issues in the context of 
various performance scenarios from which 
unexpected and useful lessons have been learned. 
Takeaway: Attendees will leave this lecture with a 
better understanding of how to speed up Xbox 
games in particular, and PC games in a more general 

Prerequisite: This session dives into technical issues 
associated with Xbox performance and graphics, and 
is most appropriate for graphics programmers. 

Lecture - Intermediate 

Level-of-Detail A! 

Demis Hassabis 

Thursday, March 22 • io:30-n:3oam 
San Jose Civic Auditorium 

As simulations become ever more complex and the 
need for realistic environments in games becomes 
greater, the question of how to deal with large 
numbers of autonomous agents efficiently becomes 
increasingly vital. This lecture gives a broad overview 
of simulations in general before addressing the 
issues raised by large numbers of autonomous 
agents through the use of cutting-edge LOD 
techniques. Various strategies are reviewed which 
deal with issues such as detail flipping, consistency 
guarantees, networking problems, timeslicing, agent 
compression, and more. These points are illustrated 
with a demonstration of Elixir's first game, Republic: 
the Revolution, which is built on a highly complex 
simulation of an entire country containing hundreds 
of thousands of autonomous agents. 
Takeaway: Attendees will get a thorough overview of 
the workings of complex simulations and the 
evolutionary process they have gone through over 
the past decade. They'll also learn the potential 
pitfalls and solutions to difficult issues arising 
through the use of simulations. In addition, 
information will be given to help the attendee 
recognize situations in which the use of a simulation 
would be beneficial or even essential, and learn how 
to limit the scope of the simulation to the minimum 

needed to achieve the desired objective. 
Prerequisite: This session is for anyone interested in 
simulation techniques for use in portraying large- 
scale believable environments. It will also be of 
interest to anyone wanting to know about some of 
the newest challenges facing Al in games and the 
ways that new technology can allow boundaries to 
be broken in design. 

Sponsored by Apple 

Mac OS X: Game Development 

William Shipley, David Hill, Todd Previte 

Friday, March 23 • 5:30-6pm 
C3, Convention Center 

Need help optimizing for Mac OS X or just getting 
started? The Omni Group, a developer already 
experienced in Mac OS X game development, will 
discuss the ins and outs of Mac OS X development 
and how you can work with them to bring you titles 
to Mac OS X. The Omni Group is the developer of the 
Mac OS X version of Quake III and Star Trek Voyager: 
Elite Force. 

Sponsored by Apple 
Mac OS X: Graphics 

David Hill & Todd Previte 

Friday, March 23 • io:30-ii:3oam 
C3, Convention Center 

This discussion will cover 2D and 3D graphics on Mac 
OS X. The various APIs available will be examined. 
We will also review how to access and implement the 
graphics APIs from Carbon and Cocoa. 

Sponsored by Apple 

Mac OS X: Programming & Cross Platform 


David Hill & Todd Previte 

Friday, March 23 • 9-ioam 
C3, Convention Center 

This session will cover Mac OS X programming and 
game related cross-platform development issues. 
Specifically we will examine the two primary code 
paths for a Mac OS X game, Carbon and Cocoa. 
Additionally we'll look at the various platform- 
specific, cross-platform APIs, and tools available. 

Sponsored by Softimage 

Motion Synthesis for Better 

Character Motion 

Yotto Koga 

Thursday, March 22 • io:30-n:3oam 

Ci, Convention Center 

Friday, March 23 • 2:30-3:3opm 

C4, Convention Center 

Saturday, March 24 • io:30-ii:3oam 

Ci, Convention Center 

"Motion Synthesis", or the ability for game 

characters to generate their motion in real-time in 

response to their environment such as walking on an 

uneven terrain (with feet "sticking" properly to the 

ground) or navigating intelligently in a complex 

building, is of critical importance for character based 

games. This becomes particularly important for 

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games that run on the next generation 
consoles, where the fidelity of the motion is 
highlighted. In this session, we will present 
Softimage® Motion, the first of Softimage's 
middleware offering which consists of a 
suite of powerful motion synthesis libraries. 
This toolkit provides services ranging from 
motion blending and motion mixing to 
motion warping and motion planning (a.k.a 
pathfinding). Technical details of the tool kit 
will be discussed. Demonstrations will be 
given to illustrate the features and power of 
the toolkit. 

Roundtable - Intermediate 

Moving from the PC to Consoles 

Andrew Kirmse 

Thursday, March 22 • 4-5pm 

D, Convention Center 

Friday, March 23 • 4-spm 

M, Convention Center 

Saturday, March 24 • io:30-n:3oam 

E, Convention Center 

Many game programmers are currently 
faced with the challenge of writing their first 
console game or porting a game from the PC 
to a console. While the days of pure 
assembly language console games are over, 
there are significant differences between the 
PC and the Dreamcast, PlayStation 2, and 
Xbox. This roundtable prepares first-time 
console programmers to make the transition 
from the PC. Topics include memory 
management, peripherals, C++ support, 
cross-platform development, optimization, 
and the console manufacturer approval 
process. Specific examples illustrate how to 
maximize performance on a particular 
hardware platform while creating a stable 
and reusable code base. Participants from 
PC veterans to hardcore console developers 
are encouraged to bring their war stories 
and their questions about creating console 

Takeaway: Attendees will learn how to think 
and act like console programmers while 
retaining as many of their PC skills as 
possible. In particular, they will learn how to 
write small, fast code optimized for 
particular hardware in a portable manner. 
Specific examples include fast and efficient 
memory management, dealing with the 
vertical blank interrupt, and writing cross- 
platform peripheral interfaces in C++. 
Prerequisite: This roundtable is primarily 
intended for PC programmers about to 
embark on their first console game. 

Roundtable - Intermediate 


David Weinstein 

Thursday, March 22 • io:30-ii:3oam 

D, Convention Center 

Friday, March 23 • 5:30-6:3opm 

E, Convention Center 

Saturday, March 24 • 5:30-6:3opm 
E, Convention Center 

Penn and Teller once said of their career as 
magicians, "We are professional liars." So 
are network game developers. The facts of 
Internet life make it necessary to resort to 
sleight of hand, misdirection, and other 
tricks of the trade to mask latency from the 
consumer, and to do so over consumer- 
grade network connections. This roundtable 
is designed for network developers to share 
experiences and tricks for coping with 
latency, bandwidth, cheating, creating 
network games for unpatchable platforms, 
and more. 

The roundtable is split into three sessions: 
one focuses on programming issues, 
another largely on design issues, and the 
third on product management and lifecycle 
issues. The target audiences for each day 
are, respectively, engineers; designers and 
engineers; and designers, engineers, 
producers, and product support staff. 

Lecture - Intermediate 

Optimization Techniques for Hardware 
Transformation & Lighting Pipelines 
)ohn Ratcliff 

Thursday, March 22 • io:30-n:3oam 
A5, Convention Center 

Adapting game engines to take advantage of 
modern 3D APIs targeting hardware 
transformation and lighting pipelines can be 
a major paradigm shift for many developers. 
This session explores practical techniques 
and strategies for achieving the highest 
level of performance on current hardware 
platforms. The lecture explores how to 
organize mesh and texture data in such a 
way as to achieve optimal throughput on the 
current crop of 3D hardware accelerators. 
The session also looks to the future to see 
what the next generation of video cards 
might provide, briefly touching on design 
issues for 3D engine technologies that must 
run on widely disparate platforms and 3D APIs. 

Roundtable - Beginner 

Palm OS Game Programming 

Jouni Mannonen 

Friday, March 23 • 9-ioam 

D, Convention Center 

Saturday, March 24 • 4-5pm 

D, Convention Center 

Palm Computing has created the most 

popular PDA platform in the world, and it 

has also been widely adopted by the game 
development community. The goal of this 
roundtable is to introduce new programmers 
to the Palm OS platform. The Palm platform, 
tools, and technologies for game 
development are covered, and the audience 
is briefly introduced to services offered by 
Palm OS for game development. Graphics, 
audio, user interface, and networking for 
Palm OS devices are discussed as well as 
general philosophy of game development 
for limited wireless platforms. Basic 
framework for game development is 
provided in working program code so that 
developers should be able to build a running 
application within hours of first 
experimenting with the platform. The 
roundtable also covers the Palm OS 
software publishing opportunities in brief, 
arming programmers with the knowledge 
needed to become independent publishers 
of Palm OS entertainment software - and 
make money while having fun! 

Roundtable - Intermediate 

Porting PC Graph ics Technology to 

PlayStation 2 

Aaron F00 

Thursday, March 22 • 2:30-3:3opm 
E, Convention Center 
Friday, March 23 • 4-spm 

D, Convention Center 
Saturday, March 24 • 9-ioam 

E, Convention Center 

Participants in this roundtable discussion 
are either about to start development for 
PlayStation 2 or simply want to enlighten 
others and talk about their studios' 
experiences developing for this new 
platform. The discussion focuses on 
PlayStation 2 graphics engine development 
and covers topics such as how to 
understand the PlayStation 2, why its 
architecture is so different, and how to get 
the most out of the system. Starting from a 
PC, Glide, Direct3D, and OpenGL 
background, the discussion follows the 
steps required to make a feature-complete 
Playstation 2 graphics engine. 

Takeaway: Participants will gain a 
fundamental understanding of PlayStation 2 
graphics architecture, including how and 
why it's different from a PC. Attendees can 
then apply this knowledge when porting a 
PC graphics engine to the PlayStation 2. 

Lecture -Advanced 

Practical Implementation Techniques for 

Multi-resolution Subdivision Surfaces 
David Brickhill 

Saturday, March 24 • 9-ioam 

]2, Convention Center 

In recent years, publications have appeared 

in academic literature describing the 

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application of wavelets and other multi-resolution 
methods to subdivision surfaces. While the ideas 
presented are very exciting, translating the 
abstractions into practical techniques for coding a 
game's graphics engine can be difficult. This session 
discusses the speaker's journey through the 
academic literature and his arrival at practical 
techniques for implementing multi-resolution 
subdivision surfaces on a next-generation game 

Takeaway: This presentation teaches specific 
techniques for writing all of the code necessary to 
produce a multi-resolution subdivision surface 
engine for a game. The motivation for using the 
techniques is discussed. Details of all preprocessing 
steps are given so that attendees come away able to 
write custom authoring tools for the creation of 
subdivision artwork and export of that artwork into 
optimized formats. Finally, high-speed rendering 
algorithms and coding techniques are exposed, with 
special attention given to implementations on 
graphics hardware including console systems. 
Prerequisite: Attendees need a firm knowledge of 
the foundations of linear algebra and of the 
fundamentals of writing a 3D graphics engine. In 
particular, the tutorial assumes familiarity with 
vector spaces, matrix arithmetic, basic design of 
efficient 3D graphics formats, and high-performance 
programming techniques. 

Lecture -Advanced 

Procedural Rendering on PlayStation 2 

Robin Green 

Thursday, March 22 • 5:30-6:3opm 
Ji, Convention Center 

The PlayStation 2 is unlike any other computer out 
there and could be described as driving a family car 
with a military-grade advanced turbofan jet engine 
bolted to the side. This guide for the perplexed takes 
as a starting point a simple procedural algorithm for 
generating classes of William Latham's Lifeforms and 
delves in detail into strategies for rendering these 
objects directly from their high-level description 
using custom VU code. The lecture illustrates 
differences from PC-game-style pipelines and 
explores how to think about PlayStation 2. The 
lecture also aims to overcome the documentation 
hurdle; find efficient forms of vector and matrix 
classes; weave DMA, VIF, GIF, GS, and EE together 
into a seamless polygon pump; and explore different 
strategies for making data flow through the 
PlayStation 2 efficiently. 

Takeaway: Attendees gain a new way of thinking 
about 3D rendering pipelines for PlayStation 2, a 
new approach for vector and matrix classes in C++ on 
PlayStation 2, a much-needed analysis of several 
rendering pipelines' efficiency, and a better 
understanding of the PlayStation 2 documentation 
and gotchas. 

Prerequisite: This lecture is useful for all but the 
most godlike PlayStation 2 programmers. Attendees 
should be familiar with C++, 3D math, the basic 
instructions of VU assembly, and the current 
generation of rendering pipelines, and should have a 
low tolerance for hype and marketing-speak. 

Lecture - Intermediate 

Proximity Queries and Penetration Depth 

Computations on 3D Game Objects; 

Gino van den Bergen 

Saturday, March 24 • 9-ioam 
As, Convention Center 

This lecture discusses methods for detecting 
collisions and computing the distance and 
penetration depth on a large set of geometric 
objects. The penetration depth of a pair of 
intersecting objects is the shortest vector over which 
one object needs to be translated in order to bring 
the pair into contact. The penetration depth is useful 
in physics-based simulations because its direction 
and magnitude can be used for estimating the 
reaction force to a collision. The set of geometric 
objects to which these methods apply includes 
convex primitives such as polytopes (triangles, 
polyhedra) and quadrics (spheres, cylinders), as well 
as shapes derived from these primitives by affine 
transformation and spherical expansion (growing an 
object outward by a given radius). 
Takeaway: Attendees will be familiarized with the 
GJK algorithm, an iterative method for computing the 
distance between convex objects. They will learn 
how to apply G)K for collision detection and how to 
tackle robustness problems that arise from round-off 
errors. Furthermore, they will learn a novel iterative 
method for computing the penetration depth of 
convex objects, which is based on the G)K method. 
Prerequisite: This lecture is intended for 
programmers involved in 3D motion simulation. In 
particular, people who are working on physics-based 
simulations will find this material useful. Attendees 
are assumed to be familiar with the basics of 
Euclidean geometry (dot product, affine 
transformation). Some knowledge of convex analysis 
is recommended. 

Lecture -Advanced 

Real-Time Artistic Nonphqtqrealistic Rendering 

Jeff Lander 

Thursday, March 22 • 9-ioam 
San Jose Civic Auditorium 
We are finally getting pretty good at creating real- 
time graphics for computer games. However, the 
widespread acceptance of 3D graphics accelerators 
has led to many games that feature the same kind of 
Gothic-tech textures with lens flares all over. Artistic 
style is not a restriction imposed by graphics 
hardware. Designers need to learn how to use the 
available systems to create content to suit a variety 
of artistic styles. This session departs from the 
standard lighting and shading models and the goal 
of trying to achieve photorealistic renderings to cover 
mathematical and other algorithmic methods for 
creating stylized graphics. Styles such as cartoon 
animation, impressionism, pen and ink, and etching 
are discussed. The session covers production and 
programming issues, as well as integration of these 
techniques with other animation and rendering 
elements. Commercial tools and custom solutions as 
well as project case studies are examined and 

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Takeaway: Attendees will learn the 
techniques and algorithms needed to create 
new artistic styles and rendering 
possibilities for 3D real-time animation for 
use on their own projects. 
Prerequisite: This session is designed for 
programmers and technically savvy artists 
interested in exploring alternative graphics 
styles. Three-dimensional rendering 
techniques and mathematical methods will 
be discussed. 

Lecture - Intermediate 

Real-Time Full-Scene Antialiasing for PCs 

& Consoles 

Kenneth Mitchell 

Saturday, March 24 • 10:30-11:303111 
San Jose Civic Auditorium 
"jaggies" are edges of an image that are 
rough and blocky when they should appear 
clear and sharp. Until recently, jaggies have 
been accepted as a necessary evil of 
graphics in games. With the emergence of 
techniques for antialiasing that help 
eliminate these artifacts, games are 
beginning to materialize with high-fidelity 
images. As a result of such advances, game 
players are more sensitive to aliasing 
artifacts and associate the level of aliasing 
with the overall quality of the product. The 
good news is that there are a range of 
techniques that can be employed on current 
PCs and consoles to reduce the problem 
effectively. This lecture covers real-time 
techniques for antialiasing and their 
suitability for each platform, from 
Dreamcast to Xbox. In particular, attention is 
focused on alternative methods for full- 
scene antialiasing on PlayStation 2, 
including a number of bonus special effects 
that naturally arise from these methods. 

Takeaway: Attendees will learn the issues 
associated with aliasing problems in 
computer game graphics and gain 
knowledge on the benefits and pitfalls of 
real-time full-scene antialiasing for PCs and 

Lecture - Advanced 

Real-Time Photorealism via 

Procedural Shaders 

Dan Baker, Chas Boyd 

Friday, March 23 • 9-ioam 
J2, Convention Center 
With the onset of programmable consumer 
3D hardware, techniques previously reserved 
for non-real-time rendering, such as 
anisotropic reflections, are becoming 
available to games. Furthermore, totally new 
techniques can be used to achieve higher 
photorealism. For instance, horizon basis 
maps can be used to create bump maps that 
cast shadows in real time, silhouette angles 
can be transformed for efficient rendering of 
glows and outlines, objects can be rendered 

as if they were cut from wood, and depth 
shaders can be used for the volumetric 
rendering of lights and shadows. 
Takeaway: Attendees will come away with 
the knowledge and working source code of 
several specific shader techniques, which can 
be applied in real time on current and next- 
generation hardware. 

Lecture - Intermediate 

Real-Time Photorealistic Terrain Lighting 

Nathaniel Hoffman, Kenneth Mitchell 

Thursday, March 22 • 2:30-3:3opm 
J2, Convention Center 
Outdoor lighting of terrain includes various 
subtle effects such as soft shadows, sky light, 
and light reflected from surrounding terrain 
elements. These effects change over time in 
response to time of day, cloud cover, and 
other factors. Correct application of these 
effects is crucial for realistic terrain rendering. 
This lecture includes a detailed quantitative 
analysis of these effects, as well as two 
different methods (one analytical, one image- 
based) for applying them to large height-field 
models in real time. These methods have 
been tested and are being used in two major 
titles under development at Westwood 
Studios. Several possible future extensions of 
these techniques (for greater realism and/or 
faster performance, including the use of 
DirectX 8 pixel shaders) are also discussed. 

Takeaway: Attendees will gain an 
understanding of the factors contributing to 
outdoor terrain lighting and their dependence 
on time of day, cloud cover, and so on. 
Attendees will also learn analytical closed- 
form expressions for these factors, as well as 
preprocessing methods, data structures, and 
algorithms for applying them in real time. The 
lecture material further presents an 
alternative, image-based method for applying 
these factors, as well as the conditions under 
which one or the other method would be 
more suited. Some implementation 
considerations and possible future 
extensions for both methods are covered. 

Lecture - Intermediate 

Real-Time Shadows 

Eric Haines, Tomas Moller 

Friday, March 23 • io:30-n:3oam 
A3, Convention Center 
Shadows in images provide realism, as well 
as cues for understanding 3D worlds. This 
lecture discusses techniques for generating 
and displaying shadows interactively. It first 
gives an overview of ways of thinking about 
shadows, then presents algorithms currently 
supported by graphics hardware. Each 
technique is explained and its strengths and 
weaknesses examined and compared. The 
speakers also briefly present new methods 
developed since the publication of their 

book, Real-Time Rendering. Newer hardware 
such as the GeForce and Radeon and their 
use in shadow algorithms are covered. The 
lecture concludes with pointers to 
techniques that may become usable in real 
time in the future. 

Takeaway: This lecture will give attendees a 
sense of the spectrum of techniques 
available for generating and displaying 
shadows in real time, with an overview of 
what real-time shadow algorithms are 
possible today. It teaches a variety of 
shadow algorithms and the trade-offs and 
potential pitfalls of each. The session 
includes information about how new 
graphics hardware affects what is possible 
for shadows. It also provides an update on 
the current state of the art in the field. 

Lecture -Advanced 

Rendering with Sophisticated 

Reflectance Models 

Jonathan Blow 

Saturday, March 24 • 5:30-6:3opm 
Ji, Convention Center 
This lecture begins with an examination of 
the commonly used Lambert and Phong 
illumination models and the physical 
phenomena that these models are intended 
to approximate. The material then moves to 
how real-world materials reflect light and 
why scenes rendered using the Lambert and 
Phong models look intrinsically artificial. 
The presenter discusses the use of texture 
maps as lookup tables and curved 
interpolators and how these techniques can 
be used to illuminate surfaces with subtlety 
and character. Jan Kautz's real-time 
reflectance technique, which can 
approximate arbitrary reflectance functions 
(BRDFs) using just two texture passes, will 
be investigated, and the lecture concludes 
with a look at upcoming developments in 
the area of real-time BRDFs. 
Takeaway: Attendees will learn an advanced 
technique of anisotropic BRDF rendering 
and the foundations of that technique, as 
well as a general methodology of using 
textures for advanced lighting operations. 
Prerequisite: Attendees should have some 
experience at writing 3D engines and 
knowledge of the texture-combining 
operations available with modern 3D 

Lecture - Intermediate 

A Robot Soccer Simulator: 

A Case Study for Rigid-Body Contact 

Eric Larsen 

Thursday, March 22 • io:30-n:3oam 
A7, Convention Center 
Rigid-body simulation can be challenging, 
with implementations often suffering 
stability problems. Developers without an 

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expert-level understanding of physics are further 
hindered by the advanced treatment of the subject in 
academic papers and a lack of implementation- 
oriented tutorials. For these reasons, this lecture 
focuses on implementation details for several rigid- 
body simulation components. The lecture is based on 
a case study of a simulator for wheeled, soccer- 
playing robots that was developed for the 
PlayStation 2. The technical challenges posed by this 
simulator are collision and contact problems. Thus, 
the lecture highlights the choices made for collision 
detection, collision response, computing contacts, 
computing contact forces, and numerical integration. 
We discuss the difficulties that developers 
encountered and the solutions or workarounds that 
they used. In general, the lecture is intended to share 
honest experiences rather than espouse a particular 
simulation technique. 

Takeaway: This lecture provides some details on 
implementing the contact-related components of a 
rigid-body simulator. The audience should come 
away with a pseudocode-level understanding of one 
approach for each component. However, audience 
members should also be aware of the drawbacks and 
difficulties that they might encounter. 
Prerequisite: Attendees are expected to have a basic 
familiarity with rigid-body dynamics and the main 
components of a rigid-body simulator. 

Roundtable - Intermediate 

Scripting Languages in Game Deve lopment 

Joe Shochet 

Thursday, March 22 • 9-ioam 

E, Convention Center 

Saturday, March 24 • 5:30-6:3opm 

D, Convention Center 

Today's games can be made better, faster, and 

cheaper using a scripting language as the game 

designer's primary tool. By keeping all CPU-intensive 

operations in a traditional compiled language and 

moving game logic into an interpreted scripting 

language, developers get the benefit of speed and 

rapid game iteration at once. This roundtable 

discusses all issues related to using a scripting 

language in a game development environment. Bring 

success and failure stories, and leave religious 

language beliefs behind. 

Takeaway: Participants hear successes and failures 
of using scripting languages in games. The 
discussion evaluates when, how, and why to use a 
scripting language. Participants discuss the trade- 
offs of using off-the-shelf versus home-grown 
languages. Participants gain information about 
popular languages in use today and details of using 
scripting languages on consoles. 

Lecture - Intermediate 

Shading Languages for Graphics Hardware 

Bill Mark, Kekoa Proudfoot 

Friday, March 23 • 4-5pm 

A8, Convention Center 

Near-future graphics hardware will have significant 

programmability at both the vertex and pixel levels. 

This hardware will enable the creation of novel visual 

effects. However, direct programming of this 
hardware using DirectX 8 or vendor-specific OpenGL 
extensions is error-prone and time-consuming. By 
using a higher-level shading language and 
accompanying compiler, hardware shaders can be 
written with an order of magnitude less effort. This 
ease of programming encourages the exploration of 
shading effects. A h igh-level language also provides 
partial hardware independence. Even when hand- 
tuned performance is desired, the code generated by 
a shading compiler can be used as a starting point. 
This course describes several real-time 
programmable shading systems and the technology 
underlying them. The lecture material focuses on a 
system developed at Stanford, which uses a single 
language to describe both vertex and pixel 
operations and then compiles these operations to 
vertex-program and register-combiner hardware. 

Takeaway: Attendees learn that high-level shading 
languages can successfully target state-of-the art 
hardware. They learn why it may be desirable to use 
high-level shading languages, at least during the 
initial stages of game development. They also learn 
how a real-time programmable shading compiler and 
system can be built, and what some of the key 
design decisions are. 

Prerequisite: Attendees should have some general 
familiarity with the capabilities of DirectX 8- 
generation hardware. The session is aimed at 
programmers who are interested in either using or 
designing a real-time programmable shading 

Sponsored by Microsoft 

SideWinder Game Voice SDK 

Damon Danieli 

Friday, March 23 • 5:30-6:3opm 
C4, Convention Center 

Put the power of voice into your game in less than 
one day The Game Voice SDK uses the power of 
SideWinder Game Voice ( to let 
people use their voice to communicate and plan 
strategies and to control actions in the game through 
their voice. 

Lecture -Advanced 

Simulation Level-of-Detail & Culling 

Stephen Chenney 

Thursday, March 22 • 4-spm 
A3, Convention Center 

Game physics and Al are responsible for much of the 
time spent computing each frame. As rendering 
speeds increase, the relative cost of simulation (the 
physics and Al) increase markedly. This is particularly 
the case with large environments, because geometric 
culling and level-of-detail are quite well understood 
and can significantly reduce the cost of rendering, 
while corresponding techniques to reduce the cost of 
simulation are in their infancy, with few working 
examples and little basic understanding. This 
presentation surveys some of the work so far in 
simulation culling and level-of-detail. By culling, we 
mean performing no work at all for objects that are 
out of view, while remaining true to the expected 
behavior of the world. For example, in a large combat 

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game, the physics and Al for enemy units 
that are out of view can be completely shut 
down, provided that when the player does 
engage, the enemy units are in the correct 
position and at their correct strength. By 
simulation level-of-detail, we mean 
replacing a physics or Al model with 
something that is much cheaper to evaluate, 
while ensuring that the player cannot 
perceive the difference. In a combat game, 
this may mean using a cheaper physics 
simulation for shells hitting distant enemy 
targets, yet making sure that the right 
amount of damage is still inflicted. 
Takeaway: Attendees will learn that it is 
possible to avoid doing most of the work for 
most of the physics and Al most of the time. 
Prerequisite: This session is intended for 
game developers interested in creating 
games with heavy simulation loads, due 
either to large numbers of moving objects or 
very complex motion. Attendees should 
have a basic idea of game physics and Al. 

Lecture - Intermediate 

Stable Rigid-Body Physics 

Graham Rhodes 

Thursday, March 22 • 5:30-6:30pm 
A3, Convention Center 

In recent years, personal computers and 
game consoles have advanced sufficiently to 
allow games to simulate reality accurately 
on many levels. It is now possible to include 
the real-time simulation of dynamic physical 
behavior in addition to realistic graphics and 
prerecorded animations. An increasing 
number of modern games include 
numerically based physics engines (either 
licensed or developed in-house) to simulate 
real-world phenomena such as rigid-body 
dynamics, cloth, and surface waves on 
water. Game programmers often spend a 
significant amount of time experimenting 
with their simulators before they produce a 
moderately stable and robust 
implementation. One of the more commonly 
encountered problems in game physics 
development is the problem of instability. 
Naive physics implementations often exhibit 
strange behavior or simply blow up (for 
example, generate a floating-point 
overflow), except under ideal conditions. 
This lecture introduces formal techniques 
for analyzing and avoiding instability, 
making it possible to develop robust physics 
implementations for games. 
Takeaway: Physics implementation in 
games is difficult, and game programmers 
often find that code that should work ("It 
looks right to me!") simply does not. To a 
large degree, experimentation and 
guesswork are used to develop physics 
implementations that are more or less 
stable. The audience will leave this lecture 
with a formal understanding of the causes of 

stability problems (such as strange 
oscillations, numerical overflow, blow-ups, 
and so on) that can occur when 
implementing physics in games. The lecture 
and course notes also provide programmers 
with a new box of tools that will enable them 
to debug and correct problems that they 
may be having in developing a new physics 
engine, or better understand how to use a 
licensed commercial physics engine 

Prerequisite: This session is for game 
programmers who are or will be 
implementing physics within their games, 
whether by developing an in-house physics 
engine or licensing a commercial one. The 
prerequisites are a basic knowledge of 
linear algebra, the dynamics of rigid bodies 
(or simply point masses that don't rotate), 
and the use of finite difference methods to 
simulate the motion of rigid bodies and 
point masses. 

Roundtable - Advanced 

STL Optimization Techniques 

Pete Isensee 

Thursday, March 22 • 2:30-3:3opm 
D, Convention Center 
Friday, March 23 • io:30-ii:3oam 
D, Convention Center 
Saturday, March 24 • io:30-ii:3oam 
D, Convention Center 

Using the Standard Template Library (STL) is 
just the first step on the road to optimized 
C++. This discussion focuses on how to 
squeeze the best performance out of the 
STL. Participants will share their favorite 
techniques and learn from the methods that 
have worked well for others, as well as the 
approaches that have backfired. Participants 
will hear how other developers are using the 
STL, and how they can use it more 
effectively. We'll discuss the various STL 
libraries currently available, talk about STL 
performance guarantees versus real-world 
performance, and debunk some common 
misconceptions about the STL. All of the 
techniques collected during the roundtable 
will be formalized and posted on the 
speaker's web site. 

Takeaway: The speed or memory savings 
gained at just a few key points in a program 
can make the difference between a good 
game and a great game. Participants will 
come away from this discussion with a wide 
variety of tips that they can use immediately, 
as well as tips to stow in an STL toolbox. 
Participants will gain an understanding of 
the trade-offs that STL vendors have made 
that affects users' code. The discussion will 
give attendees the data that they need to 
decide which container makes the most 
sense for a given task and the benchmarks 
for deciding which STL implementation 
makes the most sense for any given game. 

Prerequisite: This roundtable is for game 
software developers using C++ and the 
Standard Template Library. The discussion 
assumes familiarity with the STL. 

Lecture - All 

Technology Five Years from Now 

David Braben 

Saturday, March 24 • io:30-n:3oam 
B2, Convention Center 
Many people in the game business have lost 
sight of the long term. Talk of and planning 
for games now is still technology-led, by 
platform at least. It is a long time since films 
were sold by their technology (Cinemascope 
and the like), and this selling purely by 
content can be taken as a sign of a mature 
market. With the so-called next-generation 
machines, the game industry is at a 
watershed. The game industry has the 
opportunity to approach this same state of 
maturity, but we must overcome a number of 
obstacles before we can truly get there. 
Many of today's technologies have reached 
a practical limit in what can be achieved; 
such limits restrict game design. Tomorrow's 
technologies should not. This lecture looks 
at these technologies, including natural 
animation, speech, and network play, and 
discuss ways these can be dealt with in the 
future to enable us to move out of the 
existing genre-bound straitjacket. 
Takeaway: Attendees will take away 
consideration for issues affecting their own 
technologies and games for the future, and 
where these technologies are taking them. 
The discussion identifies the dangers of our 
existing technological monoculture, and 
should at least make people think about the 
anticipated changes. 

Lecture - Intermediate 

Terrain Reasoning for 3D Action Games 
William van der Sterren 

Saturday, March 24 • 4-5pm 
J2, Convention Center 

Terrain reasoning in 3D action games is about 
understanding concepts such as stronghold, 
cover, ambush, and sniper location. This 
lecture introduces a simple yet powerful 
approach for terrain reasoning, enabling the 
Al itself to compute these concepts. 
Traditionally, Al relies on hints and scripts 
manually added by level designers to grasp 
the terrain. However, an Al that actually 
understands the terrain will respond better to 
dynamic situations and directions issued by 
the player. The terrain reasoning presented 
uses a waypoint graph with a high spatial 
density of waypoints. Due to its density, it is a 
good abstraction of the terrain. Being a 
graph, it enables computations. The lecture 
shows numerous examples of how to express 
terrain concepts in terms of this graph. A 
case study illustrates how situational 



programming track 

awareness, team formations, tactical pathfinding, and 
adaptive tactics are implemented using both in-game 
and pregame terrain reasoning. 
Takeaway: This lecture explains what terrain 
understanding means in 3D action games. Relevant 
concepts such as stronghold, cover, ambush, and sniper 
spots can be decomposed into relations between 
waypoints. The Al itself can compute these relations, 
using a waypoint-graph-based terrain representation. 
The resulting Al handles dynamic situations and player- 
issued directions better than when relying on static 
level-designer-positioned hints. 
Prerequisite: This lecture targets Al programmers, 
specifically those developing Al for 3D action games 
and tactical simulations. Level designers dealing with 
non-player character positioning and scripting will also 
gain insight from the lecture. The lecture assumes a 
basic understanding of game Al and navigation. 

Lecture - Intermediate 

Those Darned Sims: What Makes Them Tick? 

Jamie Doornbos 

Thursday, March 22 • 5:30-6:3opm 
A8, Convention Center 

The Sims has achieved an extraordinary level of character 
behavior, which in turn has contributed to its great 
success. Part of this achievement is due to the ease with 
which new behaviors may be developed and how the 
process is isolated from the core code of the game. This 
session reveals the robust and complex game engine 
that presents a simple, data-driven interface to which 
the objects in the game conform. This lecture also 
demonstrates the in-game object development tools and 
shows how a new object can be authored and dropped 
into the game (without a compiler). Illustrations of how a 
character goes through the objects in the world to figure 
out which one to go to next are shown. Ultimately, this 
lecture aims to impart a good overview of how the 
character behavior in The Sims is implemented. 
Takeaway: Character behavior is essential in The Sims 
and other games. The session illustrates how The Sims' 
characters are motivated and how they interact with 
their world. 

Prerequisite: The talk will go into depth on some 
programming concepts used in The Sims. Some minimal 
programming knowledge is recommended, though 
technical-minded nonprogrammers will also benefit. 

Sponsored byTerraplay 

Using the Terraplay System for Designing Real-Time 

Massively Multiplayer Games_ 

Magnus Jandel 

Thursday, March 22 • 4-spm 
C3, Convention Center 

Massively multiplayer games over the public Internet 
support more than 100.000 simultaneous players but 
cannot offer full real-time interaction. Players would 
enjoy QuAKE-style fighting in Ultima Online but this is not 
possible due to basic limitations in the standard IP 
services. Recognizing the enormous potential of online 
gaming the telecom industry now introduces a new 
communication infrastructure that is dedicated to 
unleash the power of multiplayer gaming. The lecture 
identifies the main problems in building real-time 
massively multiplayer games. The requirements on the 
network are defined and the new communication 

services are reviewed. New synchronization models for 
building real-time massively multiplayer games are 
discussed. Scenarios including both traditional 
client/server and pure peer-to-peer scenarios are built 
and discussed. It is shown how the Terraplay System 
can be used for supporting real-time action over 
networks in richly populated open-ended worlds. 

Lecture - Intermediate 

Using Windows to Create Palm Games 

Carsten Magerkurth 

Thursday, March 22 • 9-ioam 
A8, Convention Center 

This lecture shows how a thin, object-oriented 
application framework introduces platform- 
independence to Palm game development. 
Encapsulating all the atomic user interface components 
enables a game to run both on the Palm and a Windows 
PC with DirectDraw. The lecture also points out how 
development is accelerated by building Windows 
executables whenever possible. The benefits of the 
implied free choice of the development environment are 
investigated. On the Palm side, the presentation 
addresses performance issues raised by using a C++ 
framework instead of plain C. Sample projects running 
with the Palm Emulator in comparison with DirectDraw 
windowed mode applications are also presented. 
Takeaway: This lecture shows how to speed up Palm 
game development significantly by abstracting the 
platform's specific functionality. Windows developers 
will learn how to prevent switching to inferior IDEs while 
transferring their DirectDraw knowledge to Palm 
programming. Attendees will also learn how 
optimization of the graphic output is more important to 
performance than giving up a clean object-oriented 

Prerequisite: This lecture is primarily intended for game 
developers coming from the Windows/DirectX world 
who are familiar with DirectDraw windowed mode. It is 
not necessary to know all the details of the Palm OS 
API. However, the audience is assumed to have some 
basic understanding of Palm programming. Ideally, an 
attendee has already written a small "serious" Palm 

Lecture -Advanced 

What Happened to My Colors? Displaying Console 

Computer Graphics on a Television 

Bruce Dawson 

Thursday, March 22 • 9-ioam 
Ji, Convention Center 

Anybody who has tried to display computer graphics 
on a television knows that they look bad. Colors wash 
out, detail is lost, and the whole thing flickers. And 
that's the best scenarios. Sometimes the graphics 
really get distorted. White everyone knows that 
televisions do bad things to computer graphics, few 
people are sure exactly what is happening. Sometimes 
"avoid bright red" or "stick to low-res" is all that 
people know. This confusion isn't surprising. NTSC and 
PAL encoding are quite complex, and the reasons that 
they distort graphics are not always obvious. Many of 
these distortions were barely visible when running 
low-resolution games, but the advent of the next 
generation of consoles means that every game will be 
running at high resolution. This session explains 
what's really going on in the television encoder and 

programming track 

demonstrates different ways of visualizing it. 
The discussion also suggests ways to create 
content so that it suffers less when displayed 
on a television. Game developers spend 
thousands of hours making models, drawing 
textures, and optimizing code. Simple 
ignorance of the television encoder makes a 
masterpiece look worse than it needs to. 

Takeaway: While computer graphics on a TV 
will never look as good as on a computer 
monitor, attendees will leave this session with 
an understanding of what's going on in the TV 
screen, and how to make those graphics look 
better. By understanding the limitations of TV 
encoding, attendees will be able to ensure 
that the detail that's lost is just the detail that 
would be invisible anyway. 
Prerequisite: This session is intended for 
programmers who care about how their 
graphics look and technical artists who don't 
mind sitting through a bit of math and 
programming jargon if it's followed by 
explanations of how to avoid chroma crawl. No 
prior knowledge of NTSC or PAL encoding is 

Sponsored by Microsoft 

Whistler, The New Windows Gaming 


Kyle Marsh 

Friday, March 23 • 2:30-3:3opm 
Ai, Convention Center 

Whistler is the project name for the next 
version of Microsoft Windows, beyond 
Windows 2000 and Windows Millennium. 
Whistler is an important next step in the 
evolution of Windows: it signals the 
convergence of the business and consumer 
operating systems. As with Windows 3.0 and 
Windows 95, Whistler will mark a major 
milestone in the history of the Windows 
operating system. This presentation will 
highlight and demonstrate Whistler features 
that will significantly impact applications. 
Developers will need to understand these 
features, and the impact these features will 
have on applications in order to have 
applications ready when Whistler is 
available. Among the features Kyle will 
discuss that will impact applications the 
most are multi-user PCs, new visual styles, 
and ending "DLL Hell". 

Lecture - Intermediate 

Why Are You Writing Games with a 15 year 

Old Programming Language? 

Chris Hecker 

Friday, March 23 • 9-ioam 
A5, Convention Center 

We upgrade our development machines every 
year.and our graphics cards every six months. 
Why haven't we upgraded our programming 
languages to keep pace? Most programmers 
in the game industry only recently switched to 
C++, a language that was designed 20 years 
ago. Are any of these more modern languages 
practical for real professional high end game 
development? Can any of these features 
increase productivity enough to offset the 
huge risk and steep learning curve of 
switching programming languages? We'll 
discuss these issues and find out. 
Prerequisite: Attendees must come with a 
mind open to the heresy of switching their 
production programming language. An 
understanding of computer language design, 
compilers, lexical analysis, and optimization 
will be useful, since the lecture is advanced 
and will move quickly. 
Takeaway: Attendees will learn about, 
understand, and discuss modern 
programming languages and features, and 
will be able to make decisions about whether 
they are desirable for production game 
development projects. 

visual arts keynote 

suai arts 




1001 Nightmares 

lain McCaig 
% Thursday, March 22 • 10:30-11:3031x1 
2, Convention Center 

Come Make Monsters! Artist lain McCaig (Star Wars: Episode I and II, Interview with the Vampire, and 
Harry Potter) will reveal the tricks of the trade of a being character designer, and give you the chance 
to join him in creating a new universe of creatures live on stage. 

In addition, lain will unveil sketches from the genesis of some of his most famous creations, and talk 
about the ways and means of landing a job as a character designer within the film industry. 
If you have ever wanted to know where to get ideas and how to make them live and breathe, then this 
interactive presentation is for you. But be warned: this talk is highly interactive, and participation is a 
must. Bring pencils and paper, and a large supply of courage and imagination. 

Talking Pictures Workshop 

Thursday, March 22 • n:3o-i:3opm 
Plaza, Hilton 

One picture is worth a thousand words, yet so few of us speak the language of pictures fluently, lain 
McCaig, story artist and director, invites you to join him for an hour of visual talk, a feast of tips and 
tricks and techniques for creating dynamic story art. 

lain will reveal some of the visual storytelling behind such films as Interview with the Vampire, Star 
Wars: Episode I, and Dinotopia, unveiling the invisible yet essential story art behind the screen. 
Following a brief initiation into the words and grammar of film, the audience will join lain in creating a 
short visual story woven around the creatures and characters created in "1001 Nightmares" (an 
exquisitely rendered version of the story will premiere this summer at 
The workshop is extremely hands-on. Paper, pencils, and passion are essential. 

lain McCaig 

lain McCaig is one of the motion picture industry's finest artistic directors and concept designers. He 
recently created principal character and costume designs for The Phantom Menace, as well as the 
forthcoming Star Wars: Episode Two. His design credits include James Cameron's Terminator II, Steven 
Spielberg's Hook, Francis Ford Coppola's Bram Stoker's Dracula, Neil Jordon's Interview. He is currently 
writing and designing a new version of The Pied Piper for I max/ Mainframe. His Directorial debut, The 
Face, opened at the Santa Barbara Film Festival, March 1998 and won several awards, including the 
Gold Medal for Best Family Film in the Houston International Film Festival, and a "Year 2000 Notable 
Video" award. 









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visual arts track 

visual a 

Sponsored by Discreet 
Advanced IK in 3ds Max 4 




Saturday, March 24 • 2:30-3:3opm 
Ai, Convention Center 

For this session Discreet will cover a number of 
features and techniques within the new 3DS Max 4 IK 
system. Included in this will be descriptions of 
simple and complex chain setups as well as 
advanced uses for constraints and controllers. 
Parameter wiring and custom attributes will also be 

Lecture -Advanced 

Advanced 3D Character Creation 

Paul Steed 

Friday, March 23 • io:30-ii:3oam 
A8, Convention Center 

In the short time allotted for a subject of massive 
proportions, this lecture attempts to teach the 
audience several advanced ways to create exceptional 
characters using 3DS Max 3.1. Drawing from the 
lecturer's knowledge and experience at id Software, 
the talk reveals advanced modeling tips and tricks 
such as properly setting up reference images for 
building a mesh, the art of cannibalizing or recycling 
old meshes, and several different ways to use Surface 
Tools for building a low-polygon mesh. The material 
also covers ways in which UVW Unwrap lets you get 
optimal UVW coverage, which results in the best 
texture possible for the model. These methods have 
been tested and proven during the development of 
Quake III: Arena and have resulted in some of the most 
memorable characters seen in the first-person action 
genre today. From design considerations to animation 
issues, this session runs the gamut of what it takes to 
conceive, build, and texture character models using 
3DS Max and the various external plug-ins available 
for it. Get past the Max hump or just come and see 
how another modeler does it. 

Takeaway: Attendees will walk away with a greater 
understanding of how to create winning characters in 
3DS Max 3.1. More experienced artists should pick up 
an advanced trick or two for creating characters for 
today's games. 

Prerequisite: Attendees should have an 
understanding of art and 3D terminology, as well as 
3DS Max 3.1, Character Studio 2, Surface Tools, and 
Photoshop 5. 

Lecture - Intermediate 

Aesthetics Beyond Techology: 

nonphotorealistic ren dering ar t styles 

Gary Snyder 

Saturday, March 24 • 4-spm 
A8, Convention Center 

As technology progresses, so does the potential to 
mimic reality. But can game developers harness this 
power to go beyond reality? The advent of the Xbox, 
the PlayStation 2, and the Dreamcast are shattering 
expectations for content delivery. Developers are 
creating new and exciting worlds, exploring new 
gameplay ideas, and developing new rendering 
techniques. But how can we push these rendering 
techniques beyond the technical demo and mold 
them into an artistic experience that you can't find in 

the real world? This lecture explores modeling, 
texturing, and animation concepts that should form 
the basis of whatever reality you want to create. 
Takeaway: Attendees will gain an understanding of 
what it takes to stand apart graphically using both 
artistic and technological solutions, as well as how 
principles of traditional art can be applied to take 
interactive art to a new level. 
Prerequisite: This lecture is for anyone who wants to 
be inspired to go outside the visual norm of 
hyperrealism in videogame creation. The material 
assumes a broad knowledge of current and next- 
generation consoles and video cards and their 
graphical capabilities. 

Lecture - Intermediate 

Art Creation for a PlayStation 2 Launch Title: 

The Ups & Downs of Summqner 

Adam Pletcher 

Saturday, March 24 • 5:30-6:3opm 

A7, Convention Center 

As if doing our first massive, fully 3D role-playing 
game wasn't hard enough, Volition decided to make 
Summoner a PlayStation 2 launch title. What exactly 
were we thinking?! Here's how we threw everything 
we knew about art creation out the window, created 
a new world, kept the artist-vs. -programmer 
relationship running smoothly, and still made launch 
without losing our minds. The lecture's key points 
will cover why tools are supremely important, why 
planning too much in advance can be bad, the 
importance of keeping art content as flexible as 
possible, and the need to seek out your own answers 
when working on a launch title. 

Takeaway: This lecture benefits almost anyone with a 
basic knowledge of game development, especially 
artists and people wanting to work on the PS2. 
Attendees will benefit from the presenter's approach 
problem solving, and how it pertains to art creation on 
and off the PS2. 

Panel -All 

Art Directors Panel 

Daniel Brick, Cyrus Lum, Dale Mauk, 
Patricia Pearson, Steve Reid 

Thursday, March 22 • 4-spm 
Fi, Convention Center 

Art directors from leading game companies assemble 
and hold a panel discussion based on audience 
questions. Topics include: staffing strategies; hiring 
artists for long-term versus temporary assignments; 
getting your foot in the door as an artist; the desired 
artistic skill level now and in the future; what 
directors look for in a resume and a reel; what makes 
a staff artist valuable; maintaining a strong staff 
through training, perks, and morale; staffing in 
teams versus a single large art department; 
recommended schools and training programs; and 
favored tool sets. 

visual arts track 


Roundtable - Intermediate 

Art Management for Artists 

Doug Oglesby 

Thursday, March 22 • 10:30-11:303111 
Santa Clara II, Hilton 
Saturday, March 24 • 5:30-6:3opm 
Pacific Hilton 

Most lead artists in game companies are 
given their position based on their artistic 
abilities, vision, and leadership potential. 
Unfortunately, many have no significant 
background in running a team, motivating 
people, or scheduling other artists who have 
their own ideas about how a project should 
be designed. This roundtable covers the 
process of running a team of artists as lead 
artist, focusing on topics that inexperienced 
managers need to address. Some 
suggestions are made, but the point of the 
discussion is a chance to share solutions to 
common problems. How do you develop a 
good relationship with your engineers? How 
do you schedule your own time, and what is 
reasonable to expect that you should be 
able to do? What does it mean to be part of 
a management team? And, the tough 
question: When should you step back and 
let your artists take over? 
Takeaway: Attendees of this roundtable will 
walk away with a rough framework for 
thinking about how to organize and facilitate 
a team of artists. Attendees will learn what 
is expected of a lead, as opposed to a rank- 
and-file artist. They will discuss the 
drawbacks of a lead position and gain a 
sense of the perks and advantages. And 
they will compile a list of practical advice for 
both being part of a management team and 
organizing a project with the team that 
reports to you. 

Prerequisite: This roundtable is aimed at 
current lead artists who have little or no 
experience with managing a project, and at 
more experienced lead artists who are 
willing to share their knowledge. 

Roundtable - intermediate 

Art Technicians: Moving Mountains 

(of Data) 

Anthony Chiang 

Thursday, March 22 • 4-5pm 
Pacific, Hilton 
Friday, March 23 • 4-spm 
Pacific, Hilton 

Saturday, March 24 • 9-ioam 
San Carlos I, Hilton 

This roundtable centers on the role of the half- 
artist/half-programmer hybrid referred to 
here as the art technician. We discuss the 
common 2D and 3D tools that experienced art 
technicians use, the dynamics of this position 
within a development team, the qualities of a 
successful art technician, and whether your 
project can benefit from hiring one. 

Takeaway: Participants gain an 
understanding of what art technicians are 
capable of and how their role can be pivotal 
to game development. 
Prerequisite: This roundtable is intended for 
art technicians who want to compare tricks 
of the trade with their brethren, enlightened 
project managers searching for ways to 
streamline the development process, artists 
looking to improve the implementation of 
their work, and programmers who want to 
delegate data-intensive parts of their jobs. 

Lecture -Beginner 

Character Design, Sketching, & Painting 

Don Seegmiller 

Thursday, March 22 • 9-ioam 
Fi, Convention Center 

This lecture discusses and demonstrates the 
techniques that are used when designing a 
character from its inception to a complete 
color rendering. This information is useful to 
anyone who has to develop character 
designs and then present their ideas in 
something more than a pencil sketch, along 
with those who just want to create digital 
works of art. 

Takeaway: Attendees will learn the 
questions to ask themselves when creating 
a character, taking it to a sketch, and 
rendering a finished version for both the 
client's approval and team members' 

Lecture - Intermediate 

Conceptual Design: Understanding & 

Communicating Form 

Phil Saunders 

Friday, March 23 • 5:3o-6:3opm 

Fi, Convention Center 

This lecture is intended to give designers 
the ability to visualize their designs properly 
and render them in a fashion that is not only 
realistic, but communicates clearly to the 
production artists who must interpret their 
sketches. Additionally it should give 
designers and 3D artists a common 
language of form that they can use in 
discussing and breaking down the design, 
so that nothing is lost in the translation from 
sketch to model. 

The session presents a method for 
understanding and communicating the 
subtleties and structure of three- 
dimensional form. It also introduces a 
vocabulary of terms, derived from the 
automotive design industry, for describing 
various definable forms within surfaces. 
Along with this, understanding how these 
forms manipulate light through diffusion 
and reflection will be covered, with an eye 
toward how to capture and communicate the 
desired form accurately through marker 
rendering and conceptual illustration. 

Takeaway: This lecture will benefit 
conceptual designers and art directors who 
want to improve the rendering of three- 
dimensional objects in their design 
sketches, and modelers and 3D artists who 
want to improve their interpretation of 
others' designs. A basic knowledge of 
perspective drawing and rendering of form is 

Attendees will learn a visual vocabulary of 
"organic" form and how to resolve a 
complex surface from intersections of these 
fundamental forms. They will also take away 
a glossary of terms used by the automotive 
design industry to describe these forms as a 
tool in communicating design intent 
between designers and modelers. Attendees 
will also learn how form is perceived by the 
way in which it manipulates reflections, 
highlights, and shadows, and how they can 
use form to control the graphic effect of light 
on a surface. 

Lecture - Intermediate 

Creating Textures for Real-Time Games 

Christian Bradley 

Saturday, March 24 • 9-ioam 
A8, Convention Center 
This forum teaches artists how to be a more 
productive member of the development 
process. Texture-making and time-saving 
tips are presented and discussed. The main 
topic, however, concerns how artists create 
textures that fit the needs and requirements 
of most 3D engines, and how these textures 
can be implemented creatively. Also, the 
lecture explores how texture artists and 
level designers can live happily ever after 
without resorting to killing one another. 

Takeaway: Attendees will learn to create 
textures with a false sense of depth that 
works well in real-time engines. Attendees 
will further gain basic techniques and time- 
saving methods for creating these textures, 
and hear tips on how to work with level 
designers and art directors. 

Prerequisite: Texture artists, level designers, 
art directors, and other production staff for 
real-time 3D game projects will gain some 
working knowledge to speed production and 
increase their effectiveness. 

Lecture - Intermediate 

Dealing with Artistic Limitations as a 

3D Game Art ist: PC vs. Consoles 

Tramell Isaac 

Saturday, March 24 • 2:30-3:30pm 
A7, Convention Center 

This session will help inform artists that 
aren't familiar with the modeling and 
texturing limitations when developing for 
the PC or consoles. The lecture will present 
ways to get more "mileage" out of your 
textures and many other ways to get your 

innovation, r 

Celebrate games and their creators 

Please join us at the Civic Auditorium on Friday, 
March 23rd for cocktails and hors d'oeuvres at 7:30pm. 
Award presentation immediately following. 

Game Developer: 
Choice Awards 

• Game of the Year 

• Game Spotlight Awards 

• Lifetime Achievement Award 

• The First Penguin Award 

• Rookie Studio Award 

• Original Game Character of the Year 

• Excellence in Audio 

• Excellence in Game Design 

• Excellence in Level Design 

• Excellence in Programming 

• Excellence in Visual Arts 

• IGDA Award for Community Contribution 

Sponsored by: 

Presented by 
Hosted at 





I N^ I I ^% international game 
I fc^^^i ^^% developed association 



Real Networks 

visual arts track 


point across visually without killing your 
game engine. 

Takeaway: The attendee should leave with 
more information on the capabilities of 
current target PC systems and consoles as 
they relate to 3D modeling and texturing. The 
session is for newcomers to the gaming 
industry and also those that haven't dealt 
with 3D as much as they would have liked to. 
It is also suitable for anyone looking to port a 
PC game to a console. 
Prerequisite: A working knowledge of 3DS 
Max is recommended. 

Lecture - Intermediate 

Exorcising Satan's Rotoscope: Motion Capture 

from an Animator's Perspective 

David Stripinis 

Thursday, March 22 • 5:30-6:3opm 
Fi, Convention Center 

Motion capture is not about data, it's about 
motion and performance. Animators should 
not loathe or be afraid of motion capture. 
This session presents motion capture as a 
tool like any other by covering ideas such as 
additive curve fitting, nondestructive motion 
data handling, and the creation of quality in- 
game assets from motion-capture data. Also, 
the presenter offers some suggestions on 
how to approach motion capture for the first 
time, how to direct a motion capture session, 
and how to manage assets. 
Takeaway: Attendees will come away with 
ideas on how they can easily incorporate 
motion capture into their production pipeline 
in a way that doesn't threaten an animator's 
livelihood and, in fact, helps out immensely. 
Prerequisite: This session is intended for 
anyone involved in the creation of animation 
data that would benefit from motion capture. 
Motion capture skeptics are especially 

Panel- Intermediate 

Facial Animation: Industrial Light & Magic 

Geoff Campbell, Hal Hickel, Cary Phillips 

Thursday, March 22 • 4-5pm 
Ji, Convention Center 

Star Wars: Episode I -The Phantom Menace 
was a milestone in digital filmmaking. The 
artists at Industrial Light & Magic created 
almost 100 different species of digital 
creatures, including the four major talking 
digital actors, )ar Jar Binks, Boss Nass, Watto, 
and Sebulba. The modeling and animation of 
so many creatures with such complex skin, 
many of which had speaking roles that 
required great subtlety of facial expressions, 
was an enormous challenge. To accomplish 
this, ILM used a combination of commercial 
software packages and proprietary in-house 
tools. This talk will describe the creative and 
technical challenges we faced and how the 
artists and engineers worked together to 
solve them. 

Workshop -All 

Figure Drawing Workshop 

|uan Ortiz 

Thursday, March 22 • ioam-6pm 
Plaza, Hilton 

Friday, March 23 • ioam-6pm 
Plaza, Hilton 

The focus of this workshop is to draw out the 
strength of your drawing skills through the 
principles of value and form. It is also a way 
to keep in touch or become familiar with the 
techniques and terminology of figure 
drawing. The materials supplied for this 
course include paper and a wide assortment 
of pencils, charcoal, vine charcoal, markers, 
and soft pastels. Attendees may also bring 
their own materials. 

Lecture - Intermediate 

Film Techniques for Creating Atmosphere in 

Your Environments 

Joel Payne 

Thursday, March 22 • 5:30-6:3opm 
A7, Convention Center 
How can designers breathe life into a game 
design? The film industry has tried and tested 
techniques that can be incorporated in game 
designs subtly without compromising 
gameplay. This session's topics include how 
color affects mood, how to gain scale and 
depth with dramatic lighting, getting the most 
from textures with style and color, when and 
how to use effects, photorealism versus 
fantasy, pacing, anticipation, the art of leading 
the viewer, sound effects, and layout. 
Takeaway: Attendees will come away with a 
well-rounded understanding of how to build 
life with atmosphere that can be applied to 
any game design. 

Lecture - Intermediate 

From PC to TV 

Mike Nichols 

Saturday, March 24 • 4-5pm 
A7, Convention Center 
This session explores the art path necessary 
for maintaining visual quality from high- 
resolution monitors to the low-resolution 
television screens. Using examples from 
Surreal Software's latest titles, Drakan 2 and 
Gunslinger, this session tracks the titles' cross- 
platform development and uncovers the 
lessons learned. Delivering the details of a 
game's models and textures is key to a great 
playing experience. With the introduction of 
high-powered console machines such as 
Dreamcast, PlayStation 2, Xbox, and 
GameCube, many PC developers can for the 
first time realize the full artistic potential of 
their games for the console game player. More 
PC developers than ever have jumped on the 
console bandwagon without fully realizing the 
pitfalls. Artists are immediately confronted by 
the skewed aspect ratio, inaccurate color 
reproduction, and low resolution. 

Among the many topics covered in this session 
is the issue of resolution. The presenter offers 
how-to solutions for getting fine details of both 
models and textures onto the screen without 
turning the scene into a blurry mess. The 
session addresses color issues. What's with 
NTSC and why are all TVs different? The 
presenter shows attendees why black isn't a 
color, how to create textures so that lighting 
can be used more effectively, and where to 
establish safe color boundaries when creating 
textures that will look good on TV. Additionally, 
the session covers memory considerations and 
shows several tricks of the trade for squeezing 
everything into memory. And finally, the 
presenter offers some advice for keeping up 
with the ever-changing world that is 
technology. The topics discussed cover 
techniques available to all developers and 
supported by all major engines and hardware. 
Attendees will be encouraged to ask questions 
and share their own development experiences. 
Takeaway: By dissecting the production from 
PC to console, attendees take away an 
understanding of the processes necessary to 
create better graphics for use in real-time 
environments. Sharing these ideas can also 
help reduce the amount of redo normally 
associated with the introduction of the new 
and ever-evolving technologies that exist in 
game development. 

Lecture - Intermediate 

Graphical Interface Design: Design Basics 

Dana Mackenzie 

Saturday, March 24 • 10:30-11:303111 
A8, Convention Center 
The graphical user interface is the visual 
presentation that allows the user to navigate a 
created environment in a manner that is fun, 
interesting, intriguing, and logical. With new 
and more powerful game machines on the 
horizon, videogame players' expectations have 
increased as they demand more powerful and 
visually stunning computer graphics. While it's 
easy to become distracted by the power of 
these new systems, some very important things 
need to happen in order to come up with a 
logical and workable GUI, whether developing 
for next-generation platforms or not. This 
presentation discusses the basics of good GUI 
design, as well as methods for making the most 
of the next-generation platforms without 
sacrificing the basics necessary for making that 
design work. 

Takeaway: This presentation is intended to 
educate the attendee on how to come up with a 
strong graphical user interface design. The 
lecture material introduces design basics, as 
well as the technical requirements for creating 
GUI art for videogames. This presentation also 
discusses several of the strong and weak 
designs on the market, as well as introducing 
concepts and pipelines that are applicable to 
next-generation platforms. Through visual 
examples and verbal presentation, 

March 22-24, 2001 

al Independent Games Festival 

See the best independently developed games 
and cast your vote for this year's Audience Award 
at the IGF Pavilion - located in the upper lobby of 
the convention center. 

Come to the IGF Awards Ceremony, Thursday 
evening, March 22, at 7:30 pm in Parkside Hall to 
recognize and celebrate this year's winners. 

The Independent Games Festival celebrates the 
best independently developed games from 
around the globe. Established as an event for 
recognizing new game development talent, the 
IGF fosters innovative design and technical 
achievement, and cultivates relationships 
between independent game developers and 
commercial publishers. 

The IGF solicits entries from independent 
developers worldwide and chooses the best 10 
games to showcase at the GDC. 

For more details on the 3rd Annual IGF, go to: 

Platinum Sponsor: 

Gold Sponsor: 

Microsoft inlgl 

Gigex is proud to provide service for downloadable games 
for IGF Finalists. 




visual arts track 

attendees gather a good understanding of how 
to create a strong interface design, from the 
initial concept through to implementation. 
Prerequisite: This presentation is intended for 
individuals who have a good understanding of 
making videogames, with basic experience in 
GUI design. An understanding of simple layout 
and design is beneficial but not critical. This 
presentation is simple in its concepts but 
highly useful in its professional application. 
Open discussion and questions are 

Roundtable - Intermediate 

Inspiration Toolkit for Designers & Artists 

John Baez 

Thursday, March 22 • io:30-n:3oam 
Santa Clara I, Hilton 
Saturday, March 24 • 2:30-3:3opm 
D, Convention Center 
With increased processor power and 
memory available for art content, creating 
compelling art assets and game levels now 
demands an unprecedented amount of 
original ideas. When so much content needs 
to be generated, what resources can level 
designers and artists use to inspire their 
designs? This roundtable brings together 
artists and level designers to share their 
sources of inspiration and techniques for 
ideation. Time permitting, other discussion 
topics will include overcoming design block, 
designing and producing under pressure, 
how to contribute original work when 
working with a branded licensed product, 
new techniques in ideation, keeping a fresh 
perspective during the life cycle of a game's 
creation, and how to stay in the zone once 
the design begins to flow. 
Takeaway: A designer's creativity is his or 
her single most valuable tool. Learn how 
others in the profession keep their creative 
juices flowing even when times get tough. 

Prerequisite: This roundtable is intended for 
art directors, artists, game designers, and 
level designers who are interested in 
sharing thoughts about idea creation and 
inspiration. As some of the techniques to be 
discussed are generic to most design 
problems, creative programmers may find a 
useful tool, or contribute from a unique 

Sponsored by Apple 

Mac OS X: Motion Capture & Character 

Animat ion Techniques 

Sergio Mello 

Friday, March 23 • 2:30-3:3opm 
C3, Convention Center 

This session will explore motion capture and 
character animation techniques. Meet with 
Apple and representatives from Motek 
(StockMoves) and Kaydara (FiLMBOX). 
StockMoves' vast motion capture library is 
extremely cost-effective, bringing big 
production motion capture to your projects. 
StockMoves' data sets can be directly 
exported into a wide range of professional 
3D packages including Maya, LightWave3D 
and Kaydara. FiLMBOX is the ideal tool for 
assembling and blending character 
animation. Place your characters in the 
context of the final media, using FiLMBOX 
real-time media tool set, including video and 
audio elements in combination with 3D. Pre- 
visualize animations by triggering and 
sequencing characters in real-time with a 
joystick or keyboard. Use FiLMBOX real-time 
state engine to record your animation as you 
work, and then re-touch the result with a 
non-linear animation mixing. 

Sponsored by Apple 

Mac OS X: 3D Modeling & Rendering 


Sergio Mello, Tom Harper, Cory Mogk, 

Mike Hulme 

Friday, March 23 • i-2pm 

C3, Convention Center 

This session will explore using the Mac to 
create 3D art for games. Meet with Apple and 
representatives from industry leaders 
AliaslWavefront (Maya) and Newtek 
(Lightwave). Maya provides a fully integrated 
solution to address your complete game 
production pipeline. It provides unmatched 
workflow and productivity advantages for 
artists while offering a completely open, 
modular, and extensible development 
environment for programmers. Lightwave 3D 
technologies produce high quality images 
and geometry with small and fast-loading 
files. Find out how UV Baking, Environment 
lighting and High Poly-modeling (with 
subdivision) can make your 3D graphics look 
great and load fast. 

Lecture - Intermediate 

Modeling High-Polygon Characters ._ 

for Real Time 

Stefan Henry-Biskup 

Thursday, March 22 • 2:30-3:3opm 
A8, Convention Center 

In-game character models are changing. With 
the coming of the monster PCs and next- 
generation gaming platforms, the characters 
are hitting 6,000 polygons and occupying a 
new sort of space. Not as detailed as models 
used in a prerendered cinematic but very 
different from the lower-polygon-count 
models that have typified real-time games to 
this point. Facial animation, individual fingers, 
real-time skeletal deformation, and multi-pass 
materials are a few of the powerful tools just 
now becoming available to game artists. This 
session discusses and demonstrates 
modeling techniques and construction 
strategies. Basic principles geared to the 
needs of animation and smooth production 
flow are covered, with a focus on creating the 
new features of next-generation characters. 

Lecture -Beginner 

Questions Artists Should Ask Programmers 

Linda Lubken 

Saturday, March 24 • 2:30-3:3opm 
A8, Convention Center 
Too often during the development of a 
game, the programmers do their thing, the 
artists do their thing, and then some poor 
soul tries to merge the results. The outcome 
is a mess. The art ends up being 
incompatible with the game code, there's a 
big blowup, and everybody goes off and 
sulks. Why not avoid those nasty surprises? 
Agree from the beginning on core technical 
specifications for art, on the features 
needed in the development tools 
(previewers, world builders, and so on), and 
on a protocol for artist-programmer 
communication. Anticipate as many 
problems as possible. 

Takeaway: Lecture attendees will leave with 
a fairly complete list of questions that 
artists should have answers to before 
beginning to develop art for a game. They 
also will have a better understanding of the 
technical problems faced by graphics 

visual arts track 

visual ans 

Lecture - Intermediate 

Realistic Inverse Kinematics: 

Setup& Techniques 



Martin Coven 

Friday, March 23 • 5:30-6:3opm 
A8, Convention Center 

This session covers many aspects of creating an 
inverse kinematics system for a character. This 
session first looks at the type of character in 
question and what the artist wants it to be able to 
do. From there, the lecture begins looking at what 
kind of controls are necessary to accomplish the 
desired animation. The session then describes the IK 
system and the method of creating the control for it. 
Takeaway: This lecture should help in preparation for 
building an IK system, as well as the actual 
construction of the system. Attendees will 
understand what kind of control is needed and how 
to give that control to the animators as easily as 

Prerequisite: Artists or beginning technical directors 
will benefit from this course. Attendees should have 
a basic knowledge of inverse kinematics, forward 
kinematics, and character setups for this lecture. 

Lecture - Intermediate 

Rendering the Silver Screen: Using & Creating 

Machinima Cutscenes in Games 

Hugh Hancock 

Saturday, March 24 • 5:30-6:3opm 
A8, Convention Center 

Many game studios are beginning to realize that 
their ultrapowerful 3D engines can be used not just 
for gameplay, but also to advance the story lines of 
their games through real-time rendered Machinima 
cutscenes. However, with this realization, and with 
the first wave of games starting to use these 
cutscenes not just as novelties but as a serious 
storytelling medium, many people are starting to 
realize that Machinima creation is an art form in and 
of itself, and needs a body of knowledge and 
understanding for it to be used effectively. This 
session provides an introduction to the unique 
medium that is Machinima, working through 
production techniques, artistic methodology, and 
film language within the medium, as well as using 
examples from other genres of film to show how 
Machinima can be used to maximum effect, both as 
an artistic medium and as a tool within a game. 
Takeaway: This lecture gives participants a starting 
point for their future work in Machinima, providing 
both a basis for starting work on a new project (or 
continuing on existing work) using Machinima, as 
well as some pointers for further research and 
discussion of the artistic and practical work involved 
in Machinima production. 

Prerequisite: This lecture requires no specific 
knowledge of the subject. However, a background in 
Machinima, film, or the visual arts provides useful 
baseline knowledge for the discussion. 

Lecture - Intermediate 

Scripting for Artists 

John Versluis 

Friday, March 23 • 4-5pm 
Fi, Convention Center 

This session attempts to demystify the world of 
scripting from an artist's perspective, with as little 
programming jargon as possible. The lecture begins by 
looking at how and when to use scripts for production 
work. Next, the speaker discusses how to go about 
writing these scripts. This section includes breaking 
down how scripts work, tips on how to alter existing 
scripts, how to attack the construction of a new script, 
and how to design scripts and user interfaces so that 
they're user-friendly for others to work with. 
Takeaway: This lecture should help those who are 
afraid of scripting see just how easy and useful it can 
be. Attendees already somewhat familiar with scripting 
should also come away with new ideas about how to 
create scripts most efficiently and how to make them 
easy for others to use. 

Prerequisite: Artists should have a good knowledge of 
their 3D program of choice. This lecture is focused on 
using MaxScript for 3DS Max, but the ideas presented 
should transfer over fairly well to artists using other 

Lecture - Intermediate 

Taking the Mental out of Environmental: 

Building a Beautiful World Without Going Crazy 

Hayden Duvall 

Thursday, March 22 • 4-5pm 
A8, Convention Center 

The importance of how a game looks can hardly be 
overstated. Fantastic visuals produce the initial hook 
that grabs a player's attention, and a skillfully created 
environment can add an extra level of involvement, 
hopefully enhancing gameplay. Game developers are, 
however, required to work with limited resources, and 
often one of the game artist's biggest challenges is 
getting a game to look astonishing within a particular 
set of software and hardware limitations. Each game is 
different, but some general rules can be applied to 
help concentrate creative energy where it will have the 
greatest effect. Looking at the creation of a game 
environment as they relate to but are essentially 
separate from places in the real world, film and 
television locations, and areas designed for 
animation, we can see what ingredients combine to 
make a game world work and what to do to maximize 
the impact of these ingredients. Key areas of 
discussion include the Scale Dilemma, the Deathstar 
Principle, Disco Fever, the A-Team Paradox, Tom Cruise 
and his teeth, the Baywatch Syndrome, and chocolate. 
Takeaway: Building an impressive game world can 
be done with careful consideration of all areas that 
contribute to the look of an environment, putting the 
detail where it will do the most good. 
Prerequisite: This session is for those interested in 
focusing limited resources to produce maximum 
visual impact. 

visual arts track 

Lecture - Intermediate 

That Extra Dimension: Differences in Thinking 

Between 2D & 3D A nimators 

Jim Bradrick 

Friday, March 23 • io:30-n:3oam 
Fi, Convention Center 
This lecture examines the animator's 
thought process from concept to finished art 
and how the thinking and planning of the 2D 
artist compares with that of the CGI 
animator. In some areas, the approaches are 
identical, but in others, the thinking is 
radically different. The lecture material 
progresses step by step through a 
hypothetical production, showing how each 
kind of animator approaches the various 
stages of creating visual design and 
animation for a game, and why. The lecture 
is clearly illustrated with slides of artwork 
from film and game productions, as well as 
specially prepared material. 

Takeaway: Attendees will come away with a 
clearer understanding of the animator's role 
in game production and of the implications 
of 2D versus 3D design, and their respective 
advantages and limitations, from the 
animator's point of view. 

Lecture - Intermediate 

Tools of the Trade: The Changing Nature of 

Design Tools 

Isaac Barry 

Thursday, March 22 • 9-ioam 
Bi, Convention Center 

As 3D technologies are improving, so are the 
tools available to world builders. With 
polygonal headroom, designers are given 
much more freedom to enact their vision, 
but what of the tools? The development 
utilities are often overlooked to the point of 
neglect. When deadlines are looming, it's 
often seen as more valuable to devote 
engineering assets toward furthering the 
general game effort rather than improving 
and stabilizing the tools. This discussion 
goes forward with the assumption that tools 
are a priority to the development of the 
project. The lecture looks at many of the 
editing utilities in use today, as well as high- 
end tools (such as 3DS Max, Maya, and 
others) in common use in art production but 
increasingly utilized as game-building tools. 
Takeaway: Attendees will take away a better 
understanding of where trends in tool 
design and development are headed and 
what this means for designers and artists. 

Roundtable - Intermediate 

Too Many Polygons! Ar tistic Alternatives for 
Harnessing Hardware 

Walter Park 

Thursday, March 22 • s:30-6:3opm 
Santa Clara II, Hilton 
Friday, March 23 • 9-ioam 
M, Convention Center 
Saturday, March 24 • 4-5pm 
Pacific, Hilton 

New hardware touts its polygon-pushing 
prowess. But is a 25,000-polygon character 
the best way to achieve maximum visual 
impact on these new superconsoles? Why 
waste polygons on a character's fingernails 
when players could see billowing smoke, 
raging fires, reflecting water, blowing leaves, 
waving flags, eerie mists, exploding 
fortresses, flocks of birds, hordes of 
enemies, and more? This roundtable 
discusses alternatives to using high-polygon 
models to create visually stunning worlds. 
Takeaway: Attendees will learn the answers 
to many troubling real-time 3D questions. 
Why are more polygons not always better? 
What effects offer players the best sense of 
immersion? What do certain effects cost in 
terms of hardware power? How can these 
effects be realized in a game world? 
Attendees will discuss and discover a variety 
of methods for achieving more visually 
interesting worlds than mere polygons can 

Lecture - Intermediate 

The 12 Principles of Classic 

Character Animation 

Isaac Kerlov 

Saturday, March 24 • io:30-ii:3oam 
A7, Convention Center 
This session goes over the 12 principles of 
animation developed in the mid-i930S by 
animators at Walt Disney Productions (and 
later published in the book The Illusion of 
Life: Disney Animation. Through constant 
experimentation and a hands-on process of 
trial-and-error, these animators were able to 
refine the basic character animation 
techniques that had been in use since the 
early days of animation. These principles 
were used to guide production and creative 
discussions as well to train young animators 
better and faster. This session also 
examines how these traditional principles 
can be implemented within the different 
technical requirements of PC or console 
game production. Lots of visual examples 
are provided. 

Takeaway: Attendees will leave this 
presentation with a clear understanding of 
the 12 principles of classic character 
animation and how to apply them (and a 
couple of acting tricks) in the context of PC 
and platform games. 

Prerequisite: Computer animators, artists, 
game producers, and programmers will 
benefit from attending this session, or 
anyone involved in the creation or approval 
of character animation for games. 

Lecture - Intermediate 

Using Pixel and Vertex Shader s in 3DS Max 4 

Jeff Yates 

Friday, March 23 • 9-ioam 
Bi, Convention Center 
With DirectX 8 comes a host of powerful 
enhancements for games that challenge 
traditional notions of game content creation 
and export. This lecture explores the latest 
progress integrating both pixel and vertex 
shaders directly within the 3DS Max 
Viewport for its most recent major release. 
Presentation and discussion includes 
technical implementation details, game 
artist workflow, and SDK issues. 

Takeaway: Attendees will learn how to build 
and incorporate pixel and vertex shaders 
into the 3DS Max production workflow. 
Artists will leave with an understanding of 
the process of securing shader assets from 
the game programming team and how to 
plug those shaders directly into the their 
3DS Max scenes, for interactive WYSIWYG 
viewing in the Viewport. Programmers will 
leave with an understanding of the simple 
steps needed to make a DirectX 8-compliant 
vertex and pixel shaders available to 3DS 
Max artists with minimal or no 3DS Max SDK 
programming necessary. 

Prerequisite: This session is intended for 3D 
game artists, art directors, and game 
programmers who want to integrate the 
latest hardware capabilities throughout 
their entire art tool chain. Familiarity with 
3DS Max and pixel and vertex shaders is 
helpful, but not required. 

speaker bios 


Michael Abrash 

Mike Abrash has been programming microcomputers since 
he first got his hands on a 56K CP/M machine 1981. Since 
then he has worked on several games, including Microsoft's 
NFL Fever 2000 and id Software's Quake and been the 
graphics lead for the first two versions of Windows NT. He's 
also written columns in Dr. Dobb's Journal, Dr. Dobb's 
Sourcebook, Programmer's journal, and PC Techniques, and 
has published several books about performance, graphics, 
and high-performance graphics, most recently Michael 
Abrash's Black Book of Graphics Programming. Abrash is 
currently a member of Microsoft's Xbox Advanced 
Technology Group, working on how to max out Xbox 

Ernest Adams 

Ernest Adams is an American freelance game designer 
currently living in the U.K. He was most recently employed as 
a lead designer at Bullfrog Productions, and for several years 
before that he was the audio and video producer on the 
Madden NFL Football product line. He has developed online, 
computer, and console games for everything from the IBM 
360 mainframe to the PlayStation 2. He was a founder of the 
International Game Developers Association and is a frequent 
lecturer at the Game Developers Conference and anyplace 
else where people will listen to him. He can be reached via e- 
mail at His professional web site is at 

1 Allard 

As minister of third party for the Xbox platform, | Allard focuses 
on empowering the world's best game creators with the 
services, libraries, tools and support to ensure that game artists 
have an unlimited canvas on which to realize their creative 
vision. J's group is responsible for building the Xbox System 
Software, creating the development libraries, producing 
development kits, adding networked functionality and 
supplying technical support to the development community. 

Brian Allgeier 

Brian Allgeier began his career in game development in 1991 
working as an artist and animator at Philips Interactive 
Media in Los Angeles. In 1996, He focused on game design at 
Blue Shift Inc. on the title, Running Wild for the Sony 
PlayStation. In 1999 he joined Insomniac Games, where he 
helped in the completion of Spyro II: Ripto's Rage and then 
later co-designed Spyro: Year of the Dragon. He is currently 
working as a designer on Insomniac's upcoming PlayStation 

2 title. 

Randy Angle 

Randy Angle has been an avid game player, creating fantasy 
worlds and games on paper and computers, since 1977. He 
has also published several articles and given presentations 
at industry conventions. In 1991 at Spectrum Holobyte, he 
was lead designer and programmer on Star Trek: the Next 
Generation, the top-selling role-playing game for the Sega 
Genesis. He became one of the first PlayStation developers 
in 1994 as lead engineer at Northstar Studios, were he 
helped grow the company from three employees to 50 in 18 
months. Angle has just finished two Lego titles for 
Stormfront as designer and lead engineer. 

|uan Carlos Arevalo Baeza 

Juan Carlos Arevalo Baeza has worked in the game industry 
and in the European demo scene as an independent game 
programmer since before he started college. Since 
graduating, he has worked for Scavenger in Denmark and 
Ronin Entertainment in California. 

Dan Arey 

Daniel Arey began a design career self-publishing dungeon 
modules when he should have been doing school work. In 
1992 he joined Crystal Dynamics, and as design manager 
from 1993 to 1995, he worked on various projects including 
Crash 'N Burn, Total Eclipse, Blood Omen: Legacy of Kain, 
Blazing Dragons, and Gex. In 1995, he went back into the 
trenches to co-design Gex 2: Enter the Gecko for the emerging 
Sony PlayStation. In 1997 he took a design position at 
Naughty Dog Inc. Between working on the Universal Studios 
lot, sneaking into the Psycho house at midnight, and nursing 
blurry, star-struck eyes, he managed to help complete Crash 
Bandicoot 2: Cortex Stikes Back. He then went on to co-design 
Crash 3: Warped in 1998, and then Crash Team Racing in 1999. 
He is currently at Naughty Dog designing their next- 
generation project for PlayStation 2. 

Jeffrey Bacon 

As co-managing partner and the former creative director of 
Cimarron/Bacon/O'Brien (one of Hollywood's top marketing 
agencies), Jeffrey Bacon has created campaigns for Steven 
Spielberg, Bob Zemeckis, George Lucas, and James Cameron. 
He has personally managed diverse marketing assignments 
for Arnold Schwarzenegger for more than 15 years. His 
clients include Sony, Universal, Warner Bros., MGM, Capitol 
Records, Universal Music Group, TNT, CBS, NBC, Lexus, 
MSNBC, and Fox Sports. His motion picture campaigns 
include Gladiator, True Lies, Home Alone, Eraser, Back to the 
Future, There's Something About Mary,, The Stars Wars home video re-release, 
Terminator 2, The Great Muppet Caper, Lethal Weapon 1 & 2 
and The Star Trek Experience. In September 1998, Bacon 
sold his ownership in CBO to focus on emerging computer 
animation, gaming, and virtual reality technology by co- 
founding ideaSpa. 

John Baez 

John Baez is an artist at Gratuitous Games Inc., where he has 
generated art content from conceptual design to in-game 
production art. He is a licensed architect and spent a number 
of years traveling around the world working for artists and 
architects. He has been making games professionally since 

Dan Baker 

Dan Baker is a recent graduate of Boston University, and has 
the goal of writing all possible shaders by this year's GDC. 

Rafael Baptista 

Rafael Baptista has written several Natural Language 
Processing systems for speech recognition (1994 and 1997). 
In 1995 at the MIT/Whitehead Institute Human Genome 
Center, he wrote a program to make an early map of the 
human genome. In 1999, he implemented Al and control 
systems for THQ's Sinistar Unleashed game. Currently Rafael 
is general manager of Helixe, a studio of THQ developing 
games for Nintendo Game Boy Advanced. 

Mark Barrett 

Mark Barrett has performed a variety of services including 
scriptwriting, game design, and mission design for clients 
such as Blue Byte Software, Activision, and WildTangent. A 
member of the Writers Guild of America, Barrett is the 
moderator of the interactive storytelling forum on the 
Gamasutra message boards and has written a number of 
essays and articles on game design theory and practice 
(available at Dark Side of 
the Moon, which Barrett co-wrote and co-designed, was 
nominated for a 1999 Interactive Achievement Award by the 
Academy of Interactive Arts & Sciences. 

speaker bios 


Isaac Barry 

Isaac Barry worked as a 3D modeler and designer, 
then as a pre-press manager, before breaking into 
gaming with Monolith Productions' test 
department. With his free time devoted to learning 
the quirks of modern level design tools, he found 
himself falling deeper and deeper into design-o- 
mania. Soon, he began using the word gameplay in 
sentences and talking abstractly about things like 
pacing and flow. Choosing to remain in Seattle, 
Wash., he began working at Surreal Software as a 
designer on Drakan: Order of the Flame. Now Barry 
has brought his past experience together as the 
tools test lead for WildTangent, helping develop 
quality tools for developers. 

Hal Barwood 

Advisory Board Member. Please see page 12 for 

Bob Bates 

Bob Bates began his game writing career at 
Infocom in 1986. Since then, he has written, co- 
designed, produced, or otherwise hindered the 
development of more than 20 games that have 
won over 30 industry awards. In 1989, he co- 
founded Legend Entertainment, which still 
flourishes despite his continued presence. He is 
also the author of Game Design & Development, 
coming this spring from Prima Books. 

Tim Bennison 

Tim Bennison has worked at Radical Entertainment 
for five years, where he is currently the director of 
research and development. He has led the teams 
that developed the 3D engines and tools for games 
such as Independence Day, NHL Powerplay 98, Fox 
NHL Championship 2000, Fox NBA Basketball 2000, 
and MTV Sports Snowboarding. Prior to joining 
Radical, Tim spent four years at AliaslWavefront 
developing surface modeling tools for industrial 
design and entertainment applications. 

|on Bentley 

Ion Bentley is a member of technical staff in the 
Computing Sciences Research Center at Bell Labs. 
His research interests include programming 
techniques, algorithm design, and the design of 
software tools and interfaces. His most recent 
book is the second edition of Programming Pearls, 
published in 2000. In his 18 years at Bell Labs, he 
has been a member of teams that have shipped 
software tools, telephone switches, telephones, 
and web services. 

Yahn Bernier 

Yahn Bernier spent five years practicing patent law 
in Atlanta in the areas of computer software, 
chemistry, biochemistry, and mechanical 
engineering. In his spare time, he authored the 
popular Quake level editor BSP. In late 1997, he was 
contacted by Valve. After receiving the proverbial 
offer that was "too good to refuse," he moved to 
Seattle, where he began working on technology for 
Valve's first title, Half-Life. Currently, Bernier is 
responsible for the network aspects of Valve's 
future titles, including Team Fortress 2. His work 
includes not only the in-game data flow, but also 
the various external components and services that 
comprise Valve's gaming platform. 

Paul Bettner 

Paul Bettner joined Ensemble Studios in 1997 at 
the age of 20 and somehow still holds the dubious 
honor of being the youngest team member. In 
1994, Bettner developed an IPX network emulation 
system (SerlPX) that enabled thousands of users 

to play the first four-player-over-modem games of 
Duke 3D, Warcraft 2, and Descent on Game 
Connection BBSes and ISPs worldwide. He's been 
hooked on multiplayer development ever since. At 
Ensemble Studios, Bettner has worked on the Age 
of Empires series and is currently developing the 
communications infrastructure for Ensemble's 
next-generation titles. 

Eric Biessman 

For the past seven years, Eric Biessman has been 
doing what he dreamt about as a kid: creating 
videogames. From humble beginnings with a Timex 
Sinclair, Dungeons & Dragons, and a smattering of 
BASIC, never in a million years did he believe that 
he could make a living making games, especially 
after so many failed attempts at good text 
adventures. Since Eric joined the ranks of Raven, 
he has had the privilege of having worked on nine 
commercial titles, including Raven's latest games, 
Soldier of Fortune and Star Trek: Voyager - Elite 

Scott Bilas 

Scott Bilas worked at a variety of places before 
digging in at Gas Powered Games, where he is 
working frantically to finish Dundeon Siege. Bilas 
was the engineer on Might Math Classic Geometry, 
the project lead and system architect for iCat 
Commerce Online, and engineering lead for Gabriel 
Knight III. Bilas tends to build back-end gaming 
systems, such as scripting engines, parsers, 
databases, application foundations, and type 

Seamus Blackley 

As director of the Advanced Technology Group (ATG), 
Seamus Blackley is responsible for making Xbox 
developers "heroes." ATG's mission is to ensure that 
Xbox games achieve unprecedented quality and 
originality through proactive, worldwide support of 
Xbox programmers, artists, game designers, sound 
designers, musicians, and producers. 

Cliff Bleszinski 

Cliff Bleszinski, lead designer at Epic Games, has 
been working in the game industry since the age of 
17. For eight years, he has been helping to develop 
some of the best-reviewed and hottest-selling 
titles in the industry. He is the original creator of 
the Jazz Jackrabbit series and, more recently, one of 
the key minds behind the million-selling first- 
person shooters Unreal and Unreal Tournement. 

Jonathan Blow 

Jonathan Blow co-founded Bolt Action Software in 

Bruce Blumberg 

Bruce Blumberg is an assistant professor at the 
Media Lab and head of the Synthetic Characters 
Group at the Lab, focusing on the area of 
autonomous animated characters. His group's 
Swamped! project was demonstrated last year in the 
Enhanced Realities venue of SIGGRAPH '98. He 
was the creator of Silas T. Dog, an autonomous 
animated dog for virtual environments, and one of 
the chief architects of the Alive project. His 
doctoral dissertation "New Dogs, Old Tricks: 
Ethology and Interactive Creatures" was done at 
the Media Lab under the direction of Professor 
Pattie Maes. Prior to coming to the lab, he held 
positions with Apple Computer (as product 
manager of the original LaserWriter and product 
manager on the Lisa) and NeXT (the first employee 
after the founders). 

Chas Boyd 

Chas Boyd is a DirectX graphics architect. He has 
been the program manager of Direct3D for DirectX 
5, 6, 7, and 8. His long-term goal is to write Pong as 
a pixel shader. 

David Braben 

David Braben and Frontier Developments Ltd. have 
a reputation for producing unusual and innovative 
computer games since 1982 and are well-known 
for incorporating many technological and 
gameplay firsts and establishing new game styles 
that many have since copied. Braben is known for 
co-writing the seminal game Elite, the first true 3D 
game. Following Elite, Zarch (and later Virus) also 
achieved many firsts: first to have real-time 
shadows and lighting, which were used to depict a 
cheese-shaped craft flying over a solid 3D 

Christian Bradley 

Christian Bradley has been involved with PC and 
console game development for the last eight years 
as an artist and animator. Bradley is best known 
for his outstanding and creative texture work for 
3D games and web sites. He has worked on more 
than 20 PC and console game titles and continues 
to take on projects that he thinks are interesting 
and fun. Before developing a freelance business of 
his own two years ago, Christian worked in-house 
at Interplay, The Dreamers Guild Studios, and The 
Collective Studios. While at these companies, he 
worked on well-received titles such as of Light and 
Darkness and Deep Space Nine: the Fallen. You can 
visit his web site at 

|im Bradrick 

Jim Bradrick has been animating professionally 
since 1979, starting with a career in traditional cell 
animation designing and directing television 
commercials in Portland, Ore. His work includes 
animated segments for the Children's Television 
Workshop. Bradrick's eight years in the game 
industry includes animation for Castle Infinity and 
for Humongous Entertainment's award-winning 
line of children's titles, including Big Thinkers, Putt- 
Putt, Freddi Fish, and Spy Fox 

Alexander Brandon 

Starting with Epic Games, Alexander Brandon co- 
wrote the soundtrack for Unreal, Unreal 
Tournement, and Unreal Mission Pack. With more 
than a dozen soundtracks to his credit with his 
group, Straylight Productions, he is now working 
full-time as audio director at Ion Storm, which 
recently released the hit first-person role-playing 
game Deus Ex. Brandon has been a member of the 
steering committee for the IA-SIG, and is the editor 
of its newsletter, The Interactive Audio journal, and 
was selected to be a member of a panel of 
interactive entertainment specialists consulted by 
the National Academy of Recording Arts and 
Sciences to work on game music. 

Elizabeth Braswell 

Elizabeth J. Braswell has produced more than 20 
multimedia and game titles, both licensed and 
original. These titles include Star Trek: the 
Interactive Technical Manual; Starship Creator; Star 
Strek: Borg; Ready, Set, Yo!; Skittles: Feel the Power; 
Amazons and Aliens; Douglas Adams's Starship 

speaker bios 




Daniel Brick 

Daniel Brick is the current Director of Animation at the 
Academy of Art College and former 3D Graphics Specialist 
for the Walt Disney Company. While at Disney, he helped 
develop a proprietary software used on an upcoming direct 
to video animation sequel. 

David Brickhill 

David Brickhill has been programming console game 
graphics and physics engines for seven years. In addition to 
numerous advanced prototypes of rendering and dynamics 
systems, he has written the 3D graphics or physics engines 
for many console game products, including NHL Faceoff, 
NCAA Final Four, 007 Tomorrow Never Dies, and Polaris 
Snowcross. Currently, Brickhill is the president and CEO of 
The Golden Gate Game Company, a small developer in San 

Mark Brockington 

Mark Brockington is a lead research scientist at BioWare 
Corp. Mark has worked on the multiplayer code for each of 
the Baldur's Gate games and is currently the lead Al and 
networking programmer for Neverwinter Nights. He has 
designed and implemented a scripting language that is 
currently being used in all of BioWare's projects. 

Dustin Browder 

Dustin Browder has been a design lead for six years. His 
credits include Mechwarrior 2: Mercenaries, Heavy Gear, and 
Red Alert 2. Before working in interactive entertainment, 
Browder was a writer for traditional paper role-playing 
games such as Vampire: the Masquerade, Star Wars, and 
Dungeons & Dragons. 

Dan Brown 

Dan Brown is currently the Audio Technologies Manager in 
Apples' Worldwide Product Marketing Group. As such he is 
responsible for managing the Macintosh music 
and audio feature set and messaging. 

Duncan Brown 

Prior to joining LucasArts in 1996, Duncan Brown worked for 
ten years as an architect in New York City. While at 
LucasArts, he has designed levels on four completed 
projects: Jedi Knight, Mysteries of the Sith, Star Wars: Episode 1 
Racer, and, most recently, Star Wards: Episode 1 Battle for 

Kevin Bruner 

Kevin Bruner has been at LucasArts since 1997. At LucasArts, 
he has worked on Grim Fandango and is currently lead 
programmer on Star Wars: Episode 1 Obi-Wan. 

Robert Bryant 

Robert Bryant is a senior lead tester at Mattel Media and 
was a key player in unifying QA procedures across the four 
studios that comprised Mattel Interactive. At Mattel, he has 
specialized in such computer toys as My Interactive Pooh 
and Barbie Digital Camera, and was co-designer of Nick 
Click. Bryant led testing on Max Steel for Dreamcast and 
Game Boy Color; Barbie Race & Rice and Barbie Explorer for 
PlayStation; and Earth 2150, Rugrats in Paris, and Barbie 
Riding Club for PC. 

John Buchanan 

John Buchanan is currently the director of advanced 
technology at the Canadian studio of Electronic Arts. John is 
also the university liaison officer for Electronic Arts 
worldwide. Prior to joining Electronic Arts, John was a 
professor at the University of Alberta in Edmonton Canada, 
where he pursued research in computer graphics. 

Nate Burgess 

Nate Burgess has been involved in online games since 1992, 
implementing three multi-user dungeons (MUDs) in his 
amateur career. As sound programmer at Kesmai Corp., he 
was involved in several projects, including Air Warrior II, 

Aliens Online, Legends of Kesmai, Multiplayer Battletech: 
Solaris, and Stellar Emperor incorporating real-time 
networked speech into the audio and network libraries. He is 
currently at Digital Eclipse as technical lead on Zilo Universe, 
a 3D massively multiplayer environment. 

Robert Burke 

Robert Burke is a graduate student in the Synthetic 
Characters group at the MIT Media Lab. Prior to the Media 
Lab, he was producer and lead programmer on The Legend of 
the Greasepole (, an 
interactive experience showcasing an engine designed to 
facilitate goal-driven, behavior-based teamwork among 85 
synthetic characters. Burke's current research interests 
include how a character's mind might be designed to 
accommodate, work with, and possibly understand the 
passage of time. 

Buzz Burrowes 

Buzz Burrowes is Director of Audio for Sony Computer 
Entertainment, America's Product Development division. He 
manages Sony's multi-room, audio recording facilities in 
both San Diego and the San Francisco Bay area. He is also 
the author of SCEA-PD's audio architecture, a proprietary, 
full-featured audio engine which includes sophisticated 
streaming, adaptive MIDI and Sound Scripting cores. 

Geoff Campbell 

Geoff Campbell joined Industrial Light & Magic as an 
animator and technical director in 1990. Campbell has a 
background in sculpture and design, specializing in drawing 
and anatomy. Prior to joining ILM, Campbell worked as a 
freelance designer and computer animator for post- 
production companies in Canada and the United Kingdom. 


Dario Casali has worked as a game designer for Valve for 
four years. He has worked extensively on Half-Life and Team 
Fortress Classic, and is now working on Team Fortress 22. 
Before Valve, Casali co-authored The Plutonia Experiment: 
Final Doom for id Software. He also built a large number of 
Doom and Quake maps, which were released for free online. 

Louis Castle 

Advisory Board Member. Please see page 12 for biography. 

Anthony Castoro 

Anthony Castoro began his career in the game industry by 
leaving college to found his own game company, Integrated 
Visions Inc. Since that time, he has held a variety of 
positions in the game industry, most notably as lead 
designer on Ultima Online: Renaissance. His credits include 
work on Cybermage: Darklight Awakening, AH-64D Longbow, 
Privateer Two: The Darkening, and Ultima Online: the Second 
Age. He is currently a game designer for Sony Online 
Entertainment, working on a massively multiplayer title set 
in the Star Wars universe. 

Tim Chambers 

Tim Chambers has been at the junction of technology and 
entertainment for the past ten years, and was recently 
awarded the Smithsonian Computerworld Award in 
recognition of his group's recent work in technology and 
media. At Sony Pictures Digital Entertainment (SPDE), 
Chambers heads the Advanced Platforms Group, a team of 
specialists and engineers focusing on key emerging 
technologies including streaming media, interactive 
television, 3D applications and user interface, and mobile 
and wireless content. This group builds out prototypes as 
well as identifies and establishes strategic technology 
partnerships that cross-pollinate throughout the various 
SPDE and Sony divisions. Such strategic technology 
relationships have included industry leaders such as Intel, 
Adobe, and Microsoft, as well as emerging companies such 
as WildTangent, Packet Video, Mixed Signals Technologies, 
and Sonic Foundry. 

The world has plenty j$ 


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speaker bios 




Jim Charne 

)im Charne is an attorney who has represented developers, 
creative and technical talent, and other clients in the 
interactive software entertainment industry. From early 1998 
until January 2001, Jim stepped away from the practice of law 
to serve as president and executive director of the Academy 
of Interactive Arts and Sciences. During his term, Academy 
membership doubled, and Jim lead the initiative to establish 
the Interactive Achievement Awards, now widely recognized 
as the interactive games industry's "Academy Award." Jim 
may be reached by e-mail at 

Steven Chen 

While at LucasArts, Steve was a level designer for Jeoi Knight, 
for which he designed three single-player levels and the 
"Canyon Oasis" Jedi multiplayer level. He was a background 
3D artist for Grim Fandango and lead level designer for Indiana 
Jones and the Infernal Machine, overseeing the level design 
and scripting efforts as well as completing three of the 
single-player levels. 

Stephen Chenney 

Stephen Chenney is an assistant professor of computer 
science at the University of Wisconsin at Madison. Chenney 
is interested in computer graphics, and his work focuses on 
simulation for animation, including computer games, 
training environments, and feature animation. One current 
project is the development of tools for simulation level-of- 
detail and culling, which (if things go as expected) will make 
possible very large and complex dynamic environments. 

Anthony Chiang 

After college, Anthony Chiang was hired at Spectrum 
Holobyte where he primarily worked on their line of flight 
simulators for the PC. He doubled as a 3D modeler and art 
technician for Falcon 3.0 and its three successful expansion 
disks; Operation Fighting Tiger, MIG-29, and Hornet. He 
advanced to build texture-mapped, real-time 3D models for 
Spectrum Holobyte's PC CD-ROMs Star Trek: the Next 
Generation - a Final Unity and Top Gun: Fire at Will! Anthony 
joined LucasArts Entertainment Company in 1996 as a key 
member of the Jedi Knight: Dark Forces II development team. 
As a founding member of Nihilistic Software, he worked 
heavily on Nihilistic's first title, Vampire: the Masquerade - 

Justin Chin 

Justin Chin has over ten years of experience in the game 
industry, at companies ranging from Accolade, Activision, 
and SSI, to Sega and LucasArts Entertainment. Chin was the 
lead artist, writer, and designer on Dark Forces. That effort 
allowed him to become project leader on the sequel to Dark 
Forces, Jedi Knight. While writing and working on overall 
design again for Jedi, Chin also led an entire team to produce 
and finish the award-winning game. Just after Jedi Knight, 
Chin left LucasArts to start his own development company, 
Infinite Machine Inc. Infinite Machine is currently working on 
a third-person action game, New Legends, for the Xbox. 

Doug Church 

Doug Church has worked in the industry for ten years, 
working in various amounts on various titles of various 
styles, with various success. 

Sam Coates 

Sam Coates is currently lead artist on The Getaway, a crime- 
based action title set in London's contemporary gangland 
underworld. The Getaway is currently under development by 
Team Soho, one of Sony Computer Entertainment Europe's 
(SCEE) internal development studios, and is the most 
ambitious title the studio has undertaken to date. Coates's 
responsibilities include managing SCEE's largest art team, 
with a particular focus on production issues and making the 
transition from smaller, more controlled titles to mass- 
content, next-generation games. 

Greg Corson 

Greg Corson is currently a researcher at Sony Computer 
Entertainment America's PlayStation 2 labs. Corson was 
chief software engineer at VWE for seven years during the 
development of the cockpit-based system which featured 
the games Battletech and Red Planet. He also created one of 
the first commercial multiplayer games for the Genie online 
system in the early 1980s. This game, A-maze-ing, featured a 
full 3D environment and distributed processing techniques. 
Greg's background also includes factory automation, TV 
production, publishing, product evangelism, and high 
reliability systems design. 

Greg Costikyan 

Greg Costikyan has designed 28 commercially produced 
board, roleplaying, PC, online, and wireless games and was 
inducted last year into the Adventure Gaming Hall of Fame. 
He is co-founder and Chief Design Officer of Unplugged 
Games, a wireless games company. He writes frequently 
about games, game design, and the game industry. His most 
recent titles include Rags2Riches (wireless), Violence: The RPG 
of Egregious and Repulsive Bloodshed (paper RPG), Fantasy 
War (PC/online only), and Barbarian Kings 2nd Ed. 

Martin Coven 

After one year at Cinetel Studios, Martin Coven moved on to 
Rowland Productions Inc. There he served as lead artist, 
working on several projects that included such clients as 
Philips Magnavox, The History Channel, Eastman Kodak, 
Coca-Cola, Oldsmobile, and Lippincott. Three years later, 
Martin moved to Austin, Texas, to join the cinematic 
department with Acclaim Studios Inc. There he worked 
alongside ten other artists creating prerendered cinematics 
for a number of projects, as well as real-time cinematics for 
Torok 3. Now, he has found a home at Inevitable 
Entertainment, where he is creating content for their 
upcoming games. 

Scott Crabtree 

Scott Crabtree manages development for Mudpuppy 
Studios, which he co-founded in 1998. Crabtree has 
produced more than a dozen games and children's 
multimedia titles, including My Personal Tutor, ist & 2nd 
Grade for Microsoft, Little Bear Toddler Discovery Adventures 
for The Learning Company/Mattel, Hot Wheels Tatoo Designer 
for Mattel, Rockett's Adventure Maker for Purple Moon, and 
Super Create-a-Book Kit for PrintPaks. He is currently 
executive producer for a pair of Lego projects. Crabtree can 
be reached at or 

Tom Crago 

Tom Crago is the director of development at Ratbag, an 
Australian developer fast earning a reputation for producing 
first rate PC racing titles. He oversees the production of all of 
Ratbag's titles, and is also part of the company executive; 
helping formulate Ratbag's corporate and creative vision. 

Chris Crawford 

Chris Crawford led Games Research at Atari in the early 
1980s. He has single-handedly designed and programmed 13 
published computer games. He is the author of four books, 
including The Art of Computer Game Design. He founded this 
conference and ran it for its first seven years. He has been 
working full-time on interactive storytelling technology for 
nine years. 

Rett Crocker 

Rett Crocker is executive vice president of Adveractive Inc., 
one of the premiere Shockwave game developers. His many 
interests include games, large-scale multiuser interaction 
and educational software. In addition to his primary position 
at game-centric Adveractive Inc., he is also president and CEO 
of the educational startup Kit & Kaboodle LLC and a Principal 
of ZapGun Interactive. 


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speaker bios 



Charles Crutchfield 

Charles Crutchfield is a martial artist with more than 15 years' 
experience. He holds third-degree black-belt rank and 
teaching certification in dotokushin karate, as well as black- or 
brown-belt rank in several other martial arts. He is affiliated 
with the Martial Arts Research Institute (MARI), which is a 
nonprofit organization dedicated to preserving and expanding 
knowledge of the martial arts. 

Paul Cunningham 

Paul Cunningham is co-founder and CEO of Interact, the 
industry leader in interactive talent representation. 
Cunningham has been recruiting and placing videogame 
talent for nearly a decade. The programmers, artists, 
designers, and producers he and Interact were placing in the 
early 1990s are now industry leaders. Cunningham discerned 
the Hollywoodization of the game development landscape 
early on and led the creation of a new agency to represent 
the growing numbers of independent studios and 
development teams. 

Don Daglow 

Don L. Daglow has served as president and CEO of 
Stormfront Studios since founding the company in 1988, 
building the organization into one of the largest independent 
developers in the world. His work has earned recognition in 
publications ranging from Computer Gaming World to Inc., 
Upside, The Red Herring and the San Francisco Business 
Times. Prior to founding Stormfront, Don served in key 
management roles as director of Intellivision game 
development for Mattel, as a producer at Electronic Arts, and 
as head of the Entertainment and Education division at 
Broderbund. He designed and programmed the first-ever 
computer baseball game in 1971 (now recorded in the 
Baseball Hall of Fame in Cooperstown), the first party-based 
computer role-playing game (1976), the first sim game 
(Intellivision Utopia, 1982), and the first original play-by-e- 
mail game (Quantum Space for AOL, 1989). 

Bob Davidsen 

Bob Davidsen worked for Grumman Corporation in software 
development before joining Acclaim in 1993. Acclaim 
Entertainment is a leading worldwide developer and 
publisher of software for Nintendo, Sony, Sega, and personal 
computer hardware systems. 

Steven Davis 

Steven Davis has more than 13 years of experience 
developing defense and commercial information security 
solutions. He is the CEO of Quixotic Solutions Inc., a 
developer of gaming security solutions including a patent for 
verifiably honest network gaming. Davis was a security lead 
for various projects for the NSA, the FBI, the FAA, and the 
U.S. Department of the Treasury. He has also worked for Bell 
Atlantic, as well as at CSC and SAIC. 

Bruce Dawson 

Bruce Dawson is the director of technology at Humongous 
Entertainment, which means that he gets to work on all the 
fun and challenging tasks that nobody else has time to do. 
Prior to Humongous Entertainment, Dawson worked at 
Cavedog Entertainment assisting various product teams. 
Dawson worked for several years at the Elastic Reality branch 
of Avid Technology, writing special-effects software and 
video-editing plug-ins. 

Mark DeLoura 

Advisory Board Member. Please see page 12 for biography. 

John De Margheriti 

John De Margheriti co-founded Micro Forte and is the 
entrepreneur and visionary behind the company. John's 
primary role as CEO and Director is to create new 
opportunities and maintain the company's position at the 
forefront of game development. 

Rusel DeMaria 

Rusel DeMaria has been involved with electronic games for 
more than 30 years, dating back to his first encounter with 
Space War in 1966. He has written more than 50 game 
strategy guides, including the official guide for Asheron's 
Call and an unofficial guide for Ultima Online. He is the 
former editor and columnist for PC Games and Electronic 
Entertainment magazines. DeMaria has participated in the 
design of several products, including the original design for 
Interplay's Of Light and Darkness. 

Sim Dietrich 

Sim Dietrich works at Nvidia as a Direct3D engineer, working 
with top game developers to optimize their titles for the 
latest GPUs. He recently contributed two chapters to the well 
received book Game Programming Gems. Sim specializes in 
vertex performance and per-pixel effects. 

Alex Dmitrevsky 

Alex Dmitrevsky is the vice president of business 
development at Nival Interactive. He joined Nival after 
working for three years at Dialogue America-Russia as a 
project manager. He has broad experience in international 
business and distribution of imported products. His 
responsibilities include publishing Nival's titles worldwide, 
publishing third-party titles in Russia, and providing external 
development services to foreign partners. 

Sebastien Domin 

Sebastien Domin is a software engineer in the OpenGL 
Applications Engineering group at Nvidia. He received a 
Diplome d'lngenieur in advanced multimedia technologies 
from EPITA, Paris, France. Prior to joining Nvidia, he worked 
on several projects including a 3D modeling package, a real- 
time procedural character animation authoring tool, and 
several videogames. 

Jamie Doornbos 

Jamie Doornbos began working for the computer game 
company Maxis, which was enjoying great success from the 
game Simcity20oo. Within the first three years of work, he 
had helped to program five smaller Maxis titles and had 
begun working on an experimental project conceived by Mr. 
Will Wright, the creative mastermind behind many of the Sim 
games. Doornbos served as lead engineer for the growing 
team and, over the next two years, was instrumental in 
shipping one of the most successful games in the PC market, 
The Sims. 

Chuck Doud 

Chuck Doud is the music director for Sony Computer 
Entertainment America's Product Development division. 
When he isn't composing original music himself, he is 
managing the procurement of licensed music, directing 
work-for-hire contractors, educating composers in the area 
of interactive music composition and working closely with 
programmers and game producers on audio technical 

Hayden Duvall 

Hayden Duvall started his professional career airbrushing 
artwork for the 8-bit gaming scene, when 48K was still seen 
as an impressive amount of memory to have behind a game. 
With a degree in film and media and psychology from Stirling 
University in Scotland, Duvall continued as a freelance artist, 
as well as working as a lecturer in psychology at Perth 
College. Realizing that teaching was far too serious a career, 
he made a definitive move into the world of games, initially 
working as a game designer. He currently works as an artist 
for Confounding Factor. 

William Dwyer 

Bill Dwyer joined Stormfront in 1993 to work on Tony La Russa 
Baseball. While working on Tony 3, Bill originated stadium- 
building techniques, led a five-person stadium building team 
and developed art team schedules. Working as a project lead 
on Star Trek: Deep Space 9, Bill was Co-team leader and was 


ire there in the 


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speaker bios 






responsible for art scheduling, project management and 
making a number of elements in the game including the DS9 
station. After DS9, Bill worked on a baseball product using 
motion capture technology to animate the players. 

Eric Dybsand 

Eric Dybsand is currently developing racing car Al 
programming for several racing games due out in 2000 and 
2001. He has consulted on Al for baseball and wrestling 
games and developed the Al opponents for the Windward 
Studios' real-time strategy game Enemy Nations and for the 
Fenris Wolfe's first-person shooter War in Heaven. 

Skaff Elias 

Skaff Elias studied math and physics at Princeton and 
University of Pennsylvania between playing games. Studied 
game design at Wizards of the Coast between playing 
games. Worked on most Wizards games including Magic: the 
Gathering. Is the #1 person on the planet as rated by the 
following metric: (Enjoyment of Basketball)/(Skill at 

Thomas Engel 

As one of the founders of Factor 5 LLC, Thomas Engel has 
been working in the industry for over ten years. As director 
of technology his focus has been on technology behind the 
gameplay. He has been working on graphics, sound engines 
and complete games since the Amiga days. Currently he his 
busy developing for next-generation consoles such as the 
Nintendo GameCube. 

Jonas Eneroth 

Jonas Eneroth is the general manager and executive 
producer at Wired Realms, a newly formed London and San 
Francisco based developer. He has worked as a "content 
engineer" at Bungie in the good old days, and most recently 
was Eidos Interactive's first executive producer and ran their 
London based US Development group. 

Jeff Essex 

Jeff Essex, creative director of audiosyncrasy, creates music, 
sound effects, and voiceover for multimedia. He is credited 
on over 50 CD-ROM titles, including products from Disney 
Interactive, Virgin Sound and Vision, Mindscape, and 3DO. 
For the past four years he has worked primarily in online 
entertainment and audio interface design with clients 
including Disney, Nickelodeon, Red Sky Interactive, Nike, 
Shockwave, Beatnik, Sun Microsystems, ©Home, Aureal, 
and Silicon Graphics. He has brought sound to web sites 
with MIDI, RealAudio, Beatnik, QuickTime, Shockwave, 
Flash, MP3, and 3D positional audio. 

Cass Everitt 

Cass Everitt is an engineer in the OpenGL Applications 
Engineering group at Nvidia. Prior to joining Nvidia, he 
worked in the scientific visualization branch of computer 
graphics, focusing on oceanographic and meteorological 
model visualization. At Nvidia, Everitt evangelizes cool new 
rendering techniques made possible by Nvidia's current- and 
next-generation GPUs. 

David Falkner 

David Falkner graduated with an honors degree in 
computing science from the University of Alberta in 1996. He 
spent three years of that time as a research assistant in the 
department's graphics research group, helping to develop its 
Minimal Reality (MR) Toolkit for virtual reality applications. 
For the last three years, he has worked at BioWare Corp. His 
first game project was Baldur's Gate, for which he developed 
the majority of the user interfaces and some of the game 
rule systems. In 1999, he joined the MDK2 team, working on 
the game's collision detection and physics engine. He is 
currently lead programmer on MDK2: Armageddon for the 
PlayStation 2. 

Noah Falstein 

Noah Falstein is the president of The Inspiracy, a game 
design and production consulting firm. The Inspiracy has 
worked on game designs for clients in Africa, Asia, Australia, 
Europe, and North America. In his 20 years designing and 
managing entertainment and educational software for 
companies such as LucasArts Entertainment, The 3DO 
Company, and Dreamworks Interactive, Falstein has worked 
on projects ranging from toys to CD-ROM games to console 
titles to location-based entertainment. For more information 

Melissa Farmer 

Melissa Farmer is a long-time veteran of the game industry 
and has worked for companies including Stormfront Studios, 
Titus Games, and TalonSoft Inc. Farmer is a former writer for 
GrrlGamer and served as the executive director for the 
Computer Game Developers Associaton. She is currently the 
product marketing manager for Unreal Tournament at 
Infogrames Inc. 

Kelly Flock 

Kelly Flock is president and CEO of Sony Online Entertainment 
(SOE), a subsidiary of Sony Corporation and Sony Pictures 
Digital Entertainment. Appointed to the position of pPresident 
and CEO in May 2000, Flock supervises the development of 
engaging new interactive games by SOE and Verant, and 
oversees the, SOE's award-winning web site. 

Aaron Foo 

Aaron Foo is currently taking a short break after recently 
resigning as director of R&D at Ratbag Pty Ltd. At Ratbag he 
developed much of their PlayStation 2 technology for a 
multi-title deal with Sony Computer Entertainment Europe. 
Prior to this, he developed low-level sections of Ratbag's 
award-winning Difference Engine, including 3dfx Glide and 
Direct3D development. The Difference Engine used in 
Ratbag's landmark title Powersude which headlined the 
Microsoft Meltdown 1998 opening presentation, was used at 
Intel's Pentium III launch, and has won many awards 
including runner-up to Epic's Unreal in IGNPC's 1998 Best 
Graphics Overall. 

Chris Foster 

Before joining the design team at Turbine, Chris Foster 
served as co-designer and producer on the Caesar and Lords 
of the Realm series of strategy games at Sierra/Impressions. 
As co-lead designer for Asheron's Call's "Live Team," he 
helped develop the game's first events and established 
procedures for designing and implementing updates on a 
monthly basis. Foster is now focused on developing some of 
the coolest new massively multiplayer experiences you'll 
ever see. 

Drake Foster 

Drake Foster is an associate in the corporate practice group 
of Akin, Gump, Strauss, Hauer & Feld, LLP in Los Angeles, 
where he focuses on corporate financial transactions, 
including mergers and acquisitions, public and private 
securities offerings, and commercial transactions. 

Ed Fries 

Ed Fries oversees a team of more than 700 programmers, 
designers, artists and producers, developing a broad range 
of multiplatform titles for Microsoft. With the Microsoft Xbox 
video game system. Fries plans to bring his formula of 
investing "patient capital" to attracting the industry's best 
game developers to the console business. 

John Funge 

John Funge is the co-founder and lead scientist at iKuni, a 
new company that aims to enhance electronic entertainment 
through the use of artificial intelligence. Prior to co-founding 
iKuni, John worked at Sony Computer Entertainment 
America's research lab. Before that, |ohn was a member of 
Intel's Microcomputer Research Lab (MRL). John is the 
author of numerous technical papers and his book, Al for 

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speaker bios 





Games and Animation: A Cognitive Modeling Approach, is 
one of the first to take a serious look at Al techniques in the 
context of computer games and animation. 

Alex Garden 

Alex Garden began his career in the videogame industry at 
age 15, working as a game tester for Vancouver, B.C. -based 
Distinctive Software Inc. Over the years, Garden has worked 
with some of the world's leading developers at Electronic 
Arts Canada and Radical Entertainment. Garden's most 
recent venture, Relic Entertainment, is one of North 
America's premier game development studios. Relic's first 
title, Homeworld, has won more than 50 awards, including 
the prestigious Game of the Year award from, 
MSNBC, and the world's largest computer game magazine, 
PC Gamer. 

Richard Garfield 

Richard's first published game was Magic, the first trading 
card game. It was published while he was teaching 
mathematics at Whitman college. Soon afterwards Richard 
left academics to become a full time game designer at 
Wizards of the Coast. While working at Wizards of the Coast 
Richard has had several other trading card games published 
as well as several more traditional board and card games. 


Jim Geist is a developer in the Entertainment Business Unit 
at Microsoft. He is working as the audio developer on an as- 
yet-unannounced title for the Xbox. Previously, Geist worked 
in the DirectX group, where he was responsible for the 
design and implementation of core components of 

Dean Giberson 

Dean Giberson is a graduate of the Southern Alberta 
Institute of Technology and DigiPen Applied Computer 
Graphics School. Dean Giberson now works at Factor 5 LLC 
where he has been providing plug-ins for Maya and tools for 
game creation. 

Clark Gibson 

Clark Gibson has been working in the game industry for four 
years. His credits include Tom Clancy's SSN, Rainbow Six, and 
Rogue Spear. He has worked primarily with animation and Al 
systems. Gibson is currently the lead engineer on an Xbox 
project at Red Storm Entertainment. 

Rob Glaser 

Rob Glaser is founder, chairman and CEO of RealNetworks, 
Inc., the global leader in Internet media delivery. 
RealNetworks has pioneered the distribution of digital media 
— from games to music to movies — across platforms and 

Rich Goldman 

Rich Goldman, president and CEO of RipTide Music has been 
in the music business for over 25 years. Fifth Floor 
Recording, a former studio of Rich and his wife Ellen, hosted 
Prince, Adrian Belew, Bootsy Collins, George Thorogood, and 
others. He negotiated major recording contracts for artists 
as producer or manager. Rich committed to games at the 
first E3 and has produced music/sound effects for Sony 
Computer Entertainment, Infogames, Acclaim, Midway, 
Mindscape, and others. 

Sheri Graner Ray 

Sheri Graner Ray is the web manager for Metrowerks in 
Austin, Texas. She is responsible for the Metrowerks 
corporate site as well as targeted audience sites. She is 
currently working on an innovative new site for Metrowerks 
called GamesWarrior for the game development community. 

Robin Green 

Robin Green has been in the game industry for six years as 
technical director, research and development programmer, 

and C++ guru at EA/Bullfrog. Green recently joined the Sony 
Computer Entertainment Research and Development Group. 
In his previous life, he did research and development work 
for Dungeon Keeper 2, Sim Theme Park, and several other 
unreleased projects. 

Daniel Greenberg 

Daniel Greenberg is an award-winning game designer, 
freelance writer, and producer with over a decade of 
experience in computer games. He has crafted interactive 
scripts for titles like Independence War II, Tenchu II, Sea Dogs, 
Vampire: the Masquerade-Redemption, Star Trek: Starfleet 
Academy, Star Control 3, and many more. 

Richard Green 

Richard Green, formerly an industrial designer, has worked 
in games for 10 years. Five of those years were at LucasArts 
Entertainment where he worked on Rebel Assault 1, was the 
Lead 3D artist on Full Throttle, then Art Lead on Rebel Assault 
2. Upon joining Totally Games he designed and built new 
vehicles and bases, as well as create many cinematic scenes 
for X-Wing Alliance including the opening shots. 

Chris Grigg 

Chris Grigg works in the Core Technology Group at Beatnik. 
Chris has a long background in game sound (music 
composer, sound designer, and sound system 
designer/programmer for dozens of games and for 
companies such as Pixar, Epyx, Lucasfilm, Activision, EA, 
Sega, Rocket Science, Hasbro). He has worked in film sound 
(Judge Dredd, Ernest Rides Again), records and performs 
improvised electronic music, and is active in the IA-SIG and 
MIDI Manufacturer's Association as chair of the XMF 
(extensible Music File format) working group. 

Austin Grossman 

Austin Grossman started out at Looking Glass Technologies 
as a writer for Ultima Underworld 2. He went on to contribute 
design and story to System Shock, and kibitz on a bunch of 
other stuff there. Most recently he contracted as a writer for 
Ion Storm's Deus Ex. 

Eric Haines 

Eric Haines is a lead software engineer for Autodesk and a 
part-time staff member at Cornell. He is a co-author, 
together with Tomas Mdller, of the recent book Real-Time 
Rendering. He graduated in 1985 from Cornell's Program of 
Computer Graphics, where he researched accelerating 
shadow computations for raytracing. He is currently working 
on methods for 3D interactive rendering to aid architects in 
conceptual design and sketching, and has implemented 
most of the algorithms discussed in his course. 

Hugh Hancock 

Hugh Hancock is the artistic director of the real-time 3D 
production studio Strange Company, as well as the editor-in- 
chief of Hancock has been directing for the 
stage and screen for almost ten years. He has been working 
in real-time 3D since its beginnings and has directed 
numerous productions in the medium, including the award- 
winning Eschaton series, Ozymandias (featured at the Win2K 
Worldwide Launch), and the Matrix 4x1 series. Currently, he 
is working as project lead on the Lithtech Film Producer real- 
time 3D production suite, as well as heading up Strange 
Company's commercial and independent film production. 

Phil Harrison 

Phil Harrison is currently the senior vice president of 
development for Sony Computer Entertainment Europe. 
Previously, Phil was responsible for the day-to-day 
management of Sony Computer Entertainment America 
extensive third party program - licensee relation, product 
planning and strategic relationships. He also cultivates new 
technology and business opportunities for the PlayStation 


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speaker bios 




Demis Hassabis 

Demis Hassabis broke into the industry in at the age of 17 
when he co-created Theme Park with Peter Molyneux at 
Bullfrog. Theme Park went on to become one of the most 
successful games of all time, both critically and commercially. 
Following the release of Theme Park, Hassabis took up his 
place at Cambridge University, from which he graduated with 
a double first-class honors degree in computer science. Upon 
graduation, he joined the newly formed Lionhead Studios, 
one of the highest-profile start-ups the industry has ever 
seen. There, he worked as a senior programmer on Black & 
White until his departure in February 1998. 

Tom Hays 

Tom Hays is the Audio Director at NovaLogic, a game 
company in Southern California. He used to be Audio 
Director at Rocket Science Games, which he rode to its doom 
in '97. Prior to that he ran Big Sound, which folded when its 
URL was revoked without warning and sold to a radio 
network in the Phillipines. 

Chris Hecker 

Advisory Board Member. Please see page 12 for biography. 

Stefan Henry-Biskup 

Stefan Henry-Biskup has been an active artist in the game 
industry for nine years. He has worked in most areas of 
game art production but characters have always been a 
primary focus. He is a regular speaker at the conference and 
has published articles in Game Developer magazine as well. 
Last year he struck out on his own and now continues to 
work as a freelance provider/consultant of game art 

Stacy HeringAstor 

Stacy Hering Astor is a personal financial planner and 
business consultant in practice since 1986. Her firm has 
offices in San Francisco and Laguna Hills, Calif. Hering Astor 
advises financial strategies and designs company benefit 
programs and retirement plans for business owners. Since 
her affiliation with Shiny Entertainment and David Perry in 
1994, and Planet Moon Studios, she has developed a niche 
with game companies and game players. 

Hal Hickel 

Hal Hickel joined Industrial Light & Magic in 1996 to work on 
the film The Lost World: Jurassic Park. Prior to ILM, he 
worked as a camera operator and effects artist creating 
artwork and shooting motion-graphics, eel, and back-lit 
animation. In 1988, Hickel joined Will Vinton Studios working 
as a clay animator, motion-control operator, and down- 
shooter operator. In 1994, he worked at Pixar as an animator 
on the film Toy Story. Hickel has recently completed work as 
lead animator for Boss Nass and the Destroyer Droids in Star 
Wars: Episode I. 

Richard Hilleman 

Richard W. Hilleman is vice president & executive in charge 
of production for Electronic Arts. Hilleman is one of the most 
experienced producers in the entertainment software 
business. Titles produced, designed or directed include: John 
Madden Football, NHL Hockey, The Chuck Yaeger Series, Earl 
Weaver Baseball, Indianapolis 500, Ferrari Formula One, 688 
Attack Sub, and several others. He is currently responsible for 
The Road Rash, Tiger Woods/PGA Tour Golf lines as well as 
some original property start-ups. 

Richard Hilmer 

Richard Hilmer is the development lead and a founding 
partner of Pseudo Interactive. His primary function involves 
taking Pi's fantastic physics engine and breaking it, with the 
admirable goal of making the game even more fun. Pi's 
current title, a frenetic cartoon action game for the Xbox, is a 
prime example of the pros and cons of physically based 
simulation in games. 

Larry Hodgson 

For the past 14 years, Larry Hodgson has been with 
Incredible Technologies Inc. in the Chicago area. Having 
designed, programmed, and produced a variety of games 
across many platforms, Hodgson is familiar with both the 
consumer and coin-operated videogame markets. A great 
deal of his career has been spent working on the award- 
winning Golden Tee Golf series of games. Hodgson's latest 
piece of work, Golden Tee Golf Fore! is one of a new breed of 
games taking the coin-operated market by storm. 

Nathaniel Hoffman 

In 1997, after seven years as a microprocessor architect at 
Intel (where he was the lead architect for the Pentium 
Processor with MMX chip and involved in the MMX, SSE, and 
SSE 2 instruction set extension projects), Nathaniel Hoffman 
took the leap into the game industry and full-time software 
engineering. He has since been coding up a storm at 
Westwood Studios, Electronic Arts, where he has been 
working on an as-yet-unannounced project as a computer 
graphics and optimization specialist. 

Lawrence Holland 

Lawrence (Larry) Holland, founder, creative director, and 
president of Totally Games, has designed and developed 
computer games since 1983. He has led the creation of some 
of the industry's most successful and critically acclaimed 
titles, including the X-Wing series of space combat games 
and a trio of WWII air combat titles, which culminated in 
Secret Weapons of the Luftwaffe for LucasArts Entertainment 
Company. Since the completion of the X-Wing series in 1999, 
he has worked on the other huge space-oriented license 
with the project Star Trek Bridge Commander for the PC, as 
well as venturing into new territory on an original Xbox 
console title for release under the Microsoft label. 

Steve Horowitz 

Steven Horowitz is a Grammy award winner whose work 
includes music and sound design services for some of 
today's top new media companies, such as MTV, Sega, Sony, 
Muller Studios, Living Books, PF Magic, Neuromantic 
Productions, and Rocket Science Games. Horowitz is 
currently running the audio department at Nickelodeon 

Todd Howard 

Todd Howard has been a designer and producer for 
Bethesda Softworks since 1994. He is currently the project 
leader for Morrowind, the third chapter in the Elder Scrolls 
series. His major credits include design on Daggerfall 
(Computer Gaming World's and PC Gamer's 1996 Role- 
Playing Game of the Year), producer and designer of The 
Terminator: Future Shock and Skynet (1996 PC Gamer Editor's 
Choice, five stars from Next Generation), and project leader 
and designer of Redguard (Computer Gaming World's and PC 
Gamer's 1998 Adventure Game of the Year finalist). 

Rob Hubbard 

Rob Hubbard started doing audio for games back in 1983, 
working as a freelance composer, sound designer, and 
programmer. He moved from England to the U.S. in 1988 and 
joined Electronic Arts. His current job title is audio technical 
director. He has written code and audio drivers for many 
different processors including the Z80, 6502, 68000, and 
80x86. His background is in the music business, where he 
has held numerous positions as a composer, arranger, and 
bandleader. He currently serves as on the Steering 
Committee of the IA-SIG. 

Richard Huddy 

Richard Huddy has worked within the computer games 
industry for more than 14 years and for most of that time has 
been specializing in high-performance 3D graphics. He 
worked with both RenderMorphics and Criterion Software 
developing their low-level APIs before moving on to work for 
a while as a device driver writer specializing in Direct3D 
optimization. Richard's primary focus now is on teaching 

speaker bios 


game programmers how to get the best from 
modern high-performance architectures using 

Rob Huebner 

Advisory Board Member. Please see page 13 for 

Tramell Isaac 

Tramell Isaac entered the game industry in 1994. 
Since then he has worked on some great games 
and a few others. Some of the greats include 
Fallout, Fallout 2, and Icewind Dale. Isaac is 
currently the art director on Magelords. Creating 
kick-ass art is his passion, and working in this 
industry is his life. 

Pete Isensee 

Pete Isensee is an engineer on the Xbox team. He's 
done game and Internet programming at Emerald 
City and He was the lead engineer of the 
seven-CD X-Files Game for Fox Interactive, and also 
developed the games Qunatum Gate and The Vortex 
at HyperBole Studios. 

Damian Isla 

Damian Isla is a graduate student in the Synthetic 
Characters Group of the MIT Media Lab, where his 
research focuses on brain architecture, synthetic 
perception, and cognitive mapping. Previously, he 
has worked in the Society of Mind Group, also at 
the MIT Media Lab, and in the Virtual Worlds Group 
at Microsoft Research. 

Eri Izawa 

Eri Izawa has been working on Asheron's Call 
design and content for nearly five years at Turbine, 
eventually getting suckered into lead designership 
of the ever-evolving-roller-coaster-virtual-reality- 
fantasy-more-adjectives-are-great world. 
Managing an ever-evolving-roller-coaster-etc. team 
of creative and talented designers, contributing 
content and game design, and generally trying to 
keep things running smoothly, Eri is also known for 
owning an attractive, glowing fiber optics globe 
and a creepy pet fungus that together might 
someday take over the world. 

Evan ) a cover 

Evan lacover has been with lellyvision for over two 
years, assuming several roles including production 
coordinator, designer, and Flash developer, lacover 
has been involved in the development of such 
ground-breaking titles as That's a Fact Jack Who 
Wants to be a Millionaire?, and You Don't Know Jack 
5TH Dementia. He is currently heading up design 
efforts for several of Jellyvision's online products. 

Thomas Jakobsen 

Thomas Jakobsen is head of research and 
development at 10 Interactive, where he is 
developing new technology for the in-house 
engine Glacier. He created the physics simulation 
and the 3D pathfinder for 10's Hitman: Codename 47. 
He began programming at age nine with a Sinclair 
ZX80. In 1986, he co-designed Vikings for the 
Commodore 64 and Amstrad CPC. In the late 
1980s, he developed tools for the Amiga classics 
Hybris and Battle Squadron. 

Gavin James 

Gavin James became a programming addict at 
about age 12 on a Commodore 64. He switched to 
assembly language at age 13. He jumped at the 
opportunity to write the PlayStation version of 
Mechwarrior II, which transitioned indirectly to 
stepping up and finishing Wild 9. Contacts made 

on that game led to Crash Team Racing. Now he's 
eyeball-deep in Naughty Dog's current PlayStation 
2 project. 

Paul Jaquays 

Paul Jaquays can trace his level design habit back 
to a childhood spent building cities and castles out 
of blocks. Later on, he developed a fascination 
with science-fiction and fantasy art and making 
games. He got serious about it during the primeval 
years of Dungeons & Dragons, when he was a 
pioneer involved in the publishing of predesigned 
adventure levels for the game. Since early 1997, 
he's settled in at id Software as a designer, 
creating levels and doing game development for 
Quake II, Quake III: Arena, Quake III: Team Arena, and 
the new incarnation of Doom. 

Alex Jarett 

Alex Jarett is the chairman of the International 
Game Developers Association ( and 
the founder and chairman of the online games SIG 
for the IGDA. He is also the president and founder 
of the Internet Executives Club, 
(, a professional 
education and networking organization for senior 
Internet executives. Prior to founding the Club, 
Alex was a principal and co-founder of Real Sports, 
a developer of racing games such as ABC Sports 
Indy Racing, Jeff Gordon Racing, and Centipede for the 

Henry Jenkins 

Henry Jenkins, Director of the Comparative Media 
Studies Program at MIT, has spent his career 
studying media and the way people incorporate it 
into their lives. He has published articles on a 
diverse range of topics relating to popular culture, 
including work on Star Trek, WWF wrestling, 
Nintendo games, and Dr. Seuss. He testified before 
the U.S. Senate during the hearings on media 
violence that followed the Littleton shootings and 
served as co-chair of PoplTech, the 1999 Camden 
Technology Conference. 

Michael Jones 

Michael lones is perhaps best known in connection 
with IRIS Performer. Prior to co-founding Intrinsic 
Graphics, he was Director of Engineering at Silicon 
Graphics Inc. responsible for their entire array of 
graphics software such as OpenGL and IRIS 
Performer. Active in technical conferences, he has 
represented industry concerns at SIGGRAPH 
Executive Committee sessions and has published 
numerous technical papers in the fields of 
mathematics and computer graphics. His patent 
work ranges from high-quality texture filtering to 
interactive lighting and shadow techniques. 

Stephen Junkins 

Stephen Junkins is a senior software architect in 
the Graphics and 3D Technologies group in the 
Intel Architecture Labs. He has spent the past year 
as a senior contributor to the Shockwave 3D joint 
effort between Macromedia and Intel. Previously, 
he was the lead architect of the Intel 3D Software 
Toolkit, releases 1 and 2. His specific algorithm 
contributions include the Toolkit's Multi-Resolution 
Mesh (MRM) Technology, currently being used by 
Valve Software, Pandemic Studios, and many other 
immersive 3D game developers. He also 
contributed the real-time Subdivision Surface 

Gabor K. Kadas 

Gabor Kadas is the president and CEO of Human 
Soft, a multinational organization, that was 
founded 9 years ago in California with a single 
clear cut objective: to provide the best customer 
service for Human Soft's ever-growing California 

Ken Kahn 

Ken Kahn is the creator of ToonTalk, a gamelike 
programming system for children. He is a 
consultant to the University of London and 
Stockholm University in connection with the 
European Playground research project. Ken's 
involvement with children and computer 
programming began in 1975 when he joined the 
Logo project at MIT as a graduate student in Al. 
Prior to returning to kids and programming in 
1992, he did research in Al, programming 
languages, and distributed computing at various 
universities and at Xerox PARC. 

Perrin Kaplan 

Perrin Kaplan serves as vice president of corporate 
affairs at Nintendo of America, overseeing all 
public relations and public affairs activities for the 
western hemisphere, including the U.S. 
introduction of new Nintendo hardware systems 
and select internal and global affairs. Kaplan 
joined Nintendo of America as corporate 
communications manager in 1992. In 1996, she 
became director of corporate affairs. 

Jason Karlov 

(ason Karlov is an associate in the entertainment 
section of Akin, Gump, Strauss, Hauer, & Feld LLP 
in Los Angeles. Karlov represents a variety of 
clients in the entertainment, media, and 
communications industries, with a concentration in 
the music business. His clients have included 
agents, corporations, executives, managers, 
musicians, partnerships, photographers, 
producers, production companies, promotion 
companies, publishers, recording artists, record 
companies, and songwriters. 

Dan Kaufman 

Dan Kaufman has kicked around (or has been 
kicked around) the game industry for more than 15 
years. As an attorney at Brobeck, Phleger, and 
Harrison, he co-founded the firm's Technology 
Group and worked on many game industry 
transactions (the GT/Humongous merger, the 
Spectrum Holobyte/Microprose merger and 
subsequent IPO, EA/ABC, Xatrix/lnterplay, and so 
on). In 1997, he was asked by Microsoft and 
Dreamworks to help set up Dreamworks 
Interactive and was named its co-COO. After 
leaving Dreamworks, he fell in love with a 
developer based in Bordeaux, France, named 
Kalisto Entertainment. Today, after ten years of 
hard work, Kalisto is the largest independent 
developer in the world and the first to go public. 

Henry Kaufman 

Henry Kaufman has researched fractals for Benoit 
Mandelbrot at Yale University and played major 
roles in production settings in Italy, Israel, and the 
US. Prior to Nearlife, Kaufman worked on many 
award-winning commercials as a technical director, 
animator, and research and development team 
manager at R. Greenberg Associates in New York. 
He has been published in Physics Review, 
SIGGRAPH, and elsewhere. 


speaker bios 




lason Kay 

Jason Kay is a principal with the investment firm of Society 
Capital Group, a private angel capital, real estate, and equity 
investment firm based in Los Angeles. In addition to his work 
with Society Capital, Kay serves as a special marketing 
consultant to Akin, Gump, Strauss, Hauer & Feld LLP. on 
electronic entertainment matters, and counsels and advises 
entertainment and technology start-ups on corporate and 
business development matters. Prior to his involvement with 
Society Capital Group, Kay was a producer at Activision Inc. 

lames Keenan 

)im Keenan has been teaching martial arts for 32 years. He is 
known as an expert in a variety of Asian fighting disciplines, 
as well as in modern military hand-to-hand combat. His 
methodology for teaching one-against-many fighting has 
been adopted as standard in the Israeli Defense Forces 
special unit close encounter training. He was the first non- 
Asian expert in the Chinese art of baguazhang to be featured 
in a national martial arts magazine (Black Belt, 1977). 

Isaac Kerlow 

Isaac Victor Kerlow is currently director of digital production 
and talent in the Corporate New Technology group at The 
Walt Disney Company. He plays a key role in efforts across 
the company related to digital art production and digital 
artists working in a wide-ranging variety of new media. Prior 
to this post Isaac led the group of digital artists and 
animators at Disney Interactive responsible for developing 
and producing CD-ROM, online, and platform games. 

Mike Kidd 

Mike "Captn" Kidd is an Al designer with Ensemble Studios. 
A former software marketing executive with a degree in 
computer science, he joined Ensemble in February 2000 and 
was QA lead on Age of Ampires II: The Conqueror's Expansion. 

Yujin Kiem 

Yujin Kiem entered the game industry in 1995 at Cyclone 
Studios. There he worked on several titles, primarily as 
environment artist on the PC title Requiem. Yujin is currently 
with Nihilistic Software, joining in 1998 as environment artist 
for Vampire: the Masquerade - Redemption. 

Amy Jo Kim 

Amy )o Kim has been designing innovative online 
environments for over 15 years. Trained as a research 
scientist and software engineer, Kim's career in behavioral 
neuroscience was permanently derailed by a fascination with 
building systems that people use. She's now a leading 
specialist in web community design, with a deep and diverse 
background in client-server engineering, multimedia 
interface design, and online gaming environments. 

Scott Kim 

Scott Kim is an independent game designer who has been 
creating puzzles and games for magazines, toys, computer 
games, and the web for over ten years. Some of his recent 
web games include a monthly Flash puzzle for, puzzles for kids on, puzzles 
for (part of a print and web ad 
campaign), promotional web games for, work 
on Jeopardy! Online for Sony, and the two-player board game 
Metasquares for AOL. 

Neil Kirby 

Neil Kirby is a member of Technical Staff at Bell Laboratories, 
the research and development arm of Lucent Technologies. 
He currently develops COM components under Windows NT. 
His previous assignments included building speech 
recognition software and teaching at the university level. 

Geoff Kirk 

Geoff Kirk is a sound designer and occasional composer for 
Humongous Entertainment. He has worked for OP magazine, 
KAOS-FM, Muzak, and Sub Pop Records. A graduate of the 
Evergreen State College, he is interested in a wide variety of 

music, synth programming, and recording. His game credits 
include Paiama Sam 1 through 3; Spy Fox 1 and 2; Freddi Fish 3 and 
4; and Putt-Putt Enters the Race and Purr-Pun Joins the Circus. 

Andrew Kirmse 

Andrew Kirmse entered the game industry by bringing the 
massively multiplayer game Meridian 59 from his garage to 
the Internet in 1996. His current role is lead graphics 
programmer on Star Wars: Star Fighter for the PlayStation 2 
at LucasArts. He's interested in advancing the state of the art 
in games through exploration of new genres, better software 
design, and online social interaction. 

Christopher Kline 

Prior to attending MIT Chris Kline worked for the Mitre 
Corporation's Center for Advanced Aviation System 
Development, working on flocking algorithms for air traffic 
control problems. At MIT he was a member of the Synthetic 
Characters Group, where he worked on behavior systems for 
autonomous animated characters. At Nearlife he designed 
and implemented the 3D rendering engine and is currently 
lead engineer on core technology. 

Raph Koster 

Raph Koster was the lead designer for Origin's Ultima Online 
and Ultima Online: the Second Age. He is currently creative 
director at Verant Austin, where he is heading up the design 
of Star Wars Online. He speaks and writes frequently on 
issues of online world design, and has run roundtables and 
tutorials on online game design issues at the last several 
Game Developers Conferences. He maintains a web site of 
writings on these topics a 

Bernd Kreimeier 

Bernd Kreimeier has (under his own name and as a 
ghostwriter) written and published ten novels. He has a M.S. 
in physics and worked for several years as a research 
scientist and university staff member on robotics and 
machine learning projects. He has done contract work in the 
game industry and is now employed by Loki Software, a 
California game company. 

John Laird 

Professor John Laird is the developer of Soar, a rule-based 
language that is used worldwide for Al and cognitive 
modeling research. Over the last four years, he has taught a 
senior-level undergraduate course in computer game 
development. His research is directed at incorporating 
advanced Al techniques in computer games. He is a fellow of 
the American Association of Artificial Intelligence and 
associate chair of electrical engineering and computer 
science at the University of Michigan. 

Jeff Lander 

Jeff Lander is co-founder of Darwin 3D LLC, a company 
geared toward a higher adaptation of real-time 3D graphics. 
Lander has worked as a programmer for over 12 years in the 
videogame, television, and film arenas, where he has 
developed many real-time graphics applications. He also 
currently writes the "Graphic Content" column for Game 
Developer magazine. 

Sam Lantinga 

Sam Lantinga is the author of the Simple DirectMedia Layer 
(SDL) library, and is currently employed as lead programmer 
at Loki Entertainment Software, a company dedicated to 
bringing best-selling games to Linux. His involvement with 
Linux and games began in 1995 with various Doom tool ports 
and the port of the Macintosh game Maelstrom to Linux. 

Francois Dominic Laramee 

Francois Dominic Laramee is a nine-year veteran of the game 
industry who has contributed to over 20 published titles, as 
designer, producer, programmer and writer, for platforms 
which include the PlayStation, PC, online, cable set-top 
boxes and play-by-mail. 

speaker bios 

Eric Larsen 

Eric Larsen received an M.S. from UNC-Chapel Hill, 
where he studied collision detection. He now 
works in the research and development 
department at Sony Computer Entertainment 

Brenda Laurel 

Brenda Laurel is a designer, writer, researcher, and 
performer. She serves as a member of the 
graduate faculty in media design at the Art Center 
College of Design in Pasadena. She also works as 
an independent design/research consultant. For 
25 years, her work has focused on interactive 
story, experience design, and cultural aspects of 

Marc LeBlanc 

Marc LeBlanc worked for eight years at Looking 
Glass Studios and was a core contributor to 
several award-winning PC game titles, including 
the Thief and System Shock series. His roles have 
included project leader, programmer, and game 
designer. Caught in the blast radius of Looking 
Glass's explosive demise last May, Marc finally 
touched down at Visual Concepts Entertainment, 
where he is currently hard at work developing 
technology for their next round of Dreamcast titles. 

Richard Leibowitz 

Richard Leibowitz is president and a founding 
partner of RED - Representing Entertainers and 
Developers. Leibowitz charts strategy and 
direction for RED, which was established to 
represent and broker deals for the top 
development companies in the videogame and 
computer entertainment industry. Leading a team 
of experienced agents, Leibowitz is driving RED'S 
presence as the videogame industry's preeminent 
talent agency. 

Ron Lemen 

Ron Lemen is a conceptual designer at Presto 
Studios. His most noteable project was Myst 3 
Exile, and he is currently working on a not yet 
announced Xbox title. 

David Litwin 

David Litwin came to Totally games in 1997 after 5 
years of operating systems work for Geoworks. 
David contributed his programming talent to X- 
Wing vs. TIE Fighter: Balance of Power expansion 
pack and X-Wing Collector Series. 

Nicholas Long 

Nicholas Long is a developer and support for the 
Maya Real-Time Agenda. Long is currently working 
on the Art to Engine pipeline which bridges the 
gap between authoring interactive content in Maya 
and exporting it to interactive applications. 

Linda Lubken 

Linda Lubken has six years of experience in the 
game industry. She worked as an artist on Gabriel 
Knight II, Lighthouse, and Phantasmagora I, She was 
art director for two games, Sierra On-Line's first 
massively multiplayer game The Realm and Middle 
Earth Online. Currently, Lubken is art director at 
Digital Sceneshop, a new company that sells real- 
time 3D art to game companies. 

Dana Mackenzie 

Dana Mackenzie is an experienced digital artist 
and animator with a background in advertising and 
design. He has worked for the past two years as a 
lead artist for Kodiak Interactive in Salt Lake City, 
Utah. He has designed GUI and front-end art on a 

range of titles, including Triple Play '99, Xena: 
Warrior Princess, WCW Mayhem, and WCW Backstage 
Assault. Kodiak Interactive is a leading developer 
of interactive entertainment with an impressive 
pedigree. Recently announced as one of the initial 
first-party developers for Microsoft and the Xbox, 
Kodiak is also creating a leading-edge original 
product for Sony's PlayStation 2. 

Jennifer MacLean 

Jennifer MacLean left the gaming legends at 
Microprose to join America Online over four years 
ago. She has held positions as product manager, 
senior product manager, and programming director 
at AOL, and has managed the launch of over 30 
online titles. MacLean oversees the AOL Games 
product management and quality assurance 
groups, which are responsible, in partnership with, for the development, testing, and launch 
of all products in the AOL Games Channel. 

Pia Maffei 

Pia Maffei is 3D Studio Max veteran and has been 
using the product since its inception. She began 
her 3D graphics career seven years ago using the 
first DOS version for video and multimedia 
production. She continued to use 3D Studio Max 
for production while also developing an extensive 
training portfolio, which included training 
videotapes for release 2. Today, she manages her 
time by continuing to train new and experienced 
Max users at California State University at Long 
Beach, other Discreet certified training facilities, 
and game companies throughout the United States 
and Canada. 

Carsten Magerkurth 

Carsten Magerkurth is lead programmer at 
Emperor Studios. His previous work includes Palm 
Tracker, the Palm's first and only three-channel 
Soundtracker/MOD-Tracker; the Palm Tracker SDK, 
which allows Palm developers to add music to 
their creations; and Archon, the classic Free Fall 
game revived for the Palm. When Magerkurth is 
not writing Palm games, he develops creativity 
software at the German National Research Center 
of Information Technology ( 

Jouni Mannonen 

jouni Mannonen has fifteen years of programming 
experience and is a technology evangelist by day 
and a passionate Palm coder by night. He has 
written several games for the Palm OS and is a 
frequent speaker on handheld gaming. He is a co- 
founder of Hybrid Holding, a middleware 
developer working on dynamic visibility 
optimization and other fun problems 

Bill Mark 

Bill Mark is a research associate at Stanford 
University, where he has been co-developing a 
programmable-shading system for real-time 
hardware. He was a co-presenter at a SIGGRAPH 
2000 course on this topic. 

Richard Marks 

Dr. Richard Marks studied avionics at MIT and 
received a Ph.D. from Stanford for his thesis on 
visual sensing for underwater robots. After 
completing his degree, he joined a computer vision 
startup that was later acquired by a large company 
for its real-time technology. He now works in the 
research and development group at Sony 
Computer Entertainment America, where his focus 
is the use of live video for computer entertainment. 

Herb Marselas 

Herb Marselas is a 3D engine specialist at 
Ensemble Studios, where he is working on the next 
age of real-time strategy games. He has written 
numerous articles and presentations on general 
and graphics performance issues, as well as 
production issues including asset management. 
Drop him a line at 

Masaya Matsuura 

Masaya Matsuura is known worldwide as a 
producer, composer, musician, and artist of the 
huge hit of Parappa the Rapper. He was born in June 
1961 in Osaka, Japan, and graduated from 
Ritsumeikan University with a major in industrial 
sociology. His encounter at age 19 with an Apple II 
computer and the software Kaleidoscope changed 
his life dramatically. He loved to stare at the screen 
running Kaleidoscope, but he felt something was 
missing. He put music to it. That was his very first 
step as a producer of computer entertainment. 
Although it was only a trial product (he was only 
staring at screen with the music he recorded on a 
tape running in the background), he felt he had 
found a unique expression of his own. 

Dale Mauk 

Dale Mauk is an Advisory Board Member. Please 
see page 13 for biography. 

Adam Mayes 

Adam Mayes is senior designer at Digital Bridges. 
Prior to this, Mayes worked as a freelance designer, 
doing work for Digital Bridges and Climax. Mayes 
has been involved in the game industry as a game 
designer since 1995, having worked at SCi and 
Psygnosis. He designed the parlor games currently 
available on the wireless games channel, including 
the WAP version of Othello and two-player 
Minesweeper. Mayes is currently designing a WAP 
version of Steve Jackson's Sorcery in cooperation 
with Mr. Jackson and a massively multiplayer WAP 
space-combat game. 

Scott McCloud 

Scott McCloud has been writing and drawing 
independent comic books since 1984. His 1993 
book, Understanding Comics, has become a 
"must-read classic" for web designers (Seybold 
Seminars Online); " of the most insightful 
books about designing graphic user interfaces 
ever written..." (Andy Hertzfeld); and is an 
essential text in the Webmonkey Design 
Collection. Understanding Comics doesn't mention 
computers once, but McCloud does - often - and 
since 1994 has lectured on digital media at MIT's 
Media Lab, Microsoft, IBM, AOL, and The 
Smithsonian Institution. His new book Reinventing 
Comics explores comics' potential in digital 
environments. His online comics can be found at 

Dave McCoy 

Dave McCoy in 1991 left the computer graphics 
company he co-founded to lead graphic production 
for Virtual World Entertainment. Dave was brought 
on to push the edge of graphics fidelity for VWE's 
Battletech simulators, using the techniques he had 
developed in his previous 15 years working in 
computer graphics. He later served as the art lead 
and designer/producer for Invasion, a Disney 
virtual reality attraction. Dave joined Microsoft in 
1999 and worked as a creative director for the 
games group. Recently he joined the Xbox 
Advanced Technology Group to provide support for | 
artists developing games for Xbox. 


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Stan Melax 

Stan Melax received a B.S. and M.S. in computing science 
and gained various work experience in parallel processing, 
networking, and VR. In 1996, Melax began his career in the 
game industry at BioWare, where he initially did 3D and 
graphical programming to help finish Shattered Steel. After 
that, Melax made minor contributions To Baldur's Gate. Most 
of his efforts at BioWare have gone toward MDK 2, where he 
has been a part of many areas including rendering, physics, 
interaction, tool support, and even gameplay. Melax has 
been responsible for the Nevewinter Nights graphics engine 
for the past year, which helped the team win two official E3 

Steve Meretzky 

Steve Meretzky has been making computer games since 
starting at Infocom in the early 1980s. He has over 15 games 
to his credit, including Zork Zero, Planetfall, Leather 
Goddesses of Phobos, Hodi V Podi, The Space Bar, and the 
Hitchhiker's Guide to the Galaxy (in collaboration with Douglas 
Adams). Steve is a former board member of the International 
Game Developers Association, and is one of the founders of 
Post Mortem, the monthly gathering of Boston area game 
developers. Steve is currently the Creative Content Director 
for the web-based gaming site 

R) Mical 

R| Mical, vice president of software, Red lade, is a 
videogame industry legend. Mical was a key member of the 
Amiga Computer development team, co-invented the Atari 
Lynx handheld videogame system and the 3DO- 
entertainment console, and has co-developed more than 15 
videogames over the years. 

Renee Middleton 

Renee Middleton is a manager with considerable experience 
in the gaming industry. She has worked for Sega of America 
and Sony Computer Entertainment. Before coming to Skotos 
Tech, Middleton worked as a product manager for Prima 
Publishing, where she coordinated the production of 
strategy guides for the game industry. At Skotos Tech, 
Middleton has formed the core of a customer support team. 
She trained this team in advance of the launch of Skotos' 
first online-only game and continues to support and manage 
that game. She has direct experience with the trials and 
travails of online-only games and what is required to 
continually support them. 

Phil Miller 

Phillip Miller is the senior director of Software Products at 
Discreet, a division of Autodesk, Inc. In this role he manages 
the development and productization of Discreet's 3ds max, 
combustion and their associative offerings. Miller joined 
Autodesk in 1994, and has worked closely with its animation 
products for his tenure there, product managing them for 
several years and directing them since the merger of Kinetix 
and Discreet. Independently, he is an author and series 
editor for the Inside 3D Studio MAX line of books. 

Greg Mills 

Greg Mills is a senior analyst with America Online, where he 
is responsible for analyzing and assessing current game 
usage for AOL. In addition, he is responsible for all industry 
and competitor analysis in the online gaming industry. 
Before joining AOL, Mills worked at WorldPlay Entertainment 
and The 3DO Company in a variety of marketing and 
business development positions. 

Kenneth Mitchell 

Kenny Mitchell is one of an increasing number of 
professionals entering game development with a strong 
academic background. His Ph.D. thesis titled, "3D Database 
Environments," introduced the use of real-time 3D graphics 
on consumer PCs for database visualization. He entered the 
game industry in 1997 at VIS Interactive pic, where he 
developed Voxel (PC) and Nurbs (PC, PlayStation, Dreamcast) 
real-time rendering technologies, in addition to gaining 
credits on Hedz and Earthworm Jim 3D. Mitchell is now 

director of 3D computer graphics software engineering at 
Westwood Studios, Electronic Arts, where his 
responsibilities include research and development of 
cutting-edge 3D graphics. 

Tetsuya Mizuguchi 

Tetsuya Mizuguchi is the manager of Sega's Division #9 
software development team and the innovative developer 
and creator of hit Dreamcast games such as Space Channel 5, 
the Sega Rally series, and Kome Kome Club, as well as the first 
computer-generated movie for a motion-ride arcade machine 
called Megaro-Police Mizuguchi has been working for Sega 
Corp. in Japan since 1990 and began producing games in 
1993. One year later, he released Sega Rally Championship, 
which became an instant global arcade sensation. 

Tomas Moller 

Tomas Moller is an assistant professor at Chalmers University 
of Technology, currently on leave at the University of 
California at Berkeley, where he is doing research on 
subdivision surfaces and new occlusion culling algorithms 
combined with level-of-detail rendering. He is the first author 
of the book Real-Time Rendering, which discusses many of 
the shadow algorithms in his Game Developers Conference 
tutorial. He has worked with and done research on real-time 
computer graphics (including shadow algorithms) in both 
industry and academia for over seven years. 

Peter Molyneux 

Peter Molyneux is an Advisory Board Member. Please see 
page 13 for biography. 

Henry Moreton 

Henry Moreton joined Nvidia in the fall of 1998 as a member 
of the architecture group. From 1984 to 1998 he worked at 
Silicon Graphics. In 1992 he received a Ph.D. from the 
University of California, Berkeley. He has published in the 
areas of curve and surface modeling, rendering, texture 
mapping, video and image compression, and unmanned 
submarine control. He has patents issued and pending in the 
areas of optics, video compression, system and CPU 
architecture, and curve and surface modeling and rendering. 

Bill Morrison 

Bill Morrison was a long-time fan of Totally Games - he had 
been designing fan-based scenarios ever since Secret 
Weapons of the Luftwaffe. Morrison has been working for 
Totally Games for almost 4 years focusing on game, mission 
and story design. Morrison is currently working on game, 
story, and mission design of Bridge Commander. 

Tim Morten 

Tim Morten is the CEO of Savage Entertainment. Prior to 
founding Savage, he spent five years at Activision Studios as 
a programmer on Mechwarrior 2 and as a project lead on 
Mechwarrior 2: Mercenaries and Heavy Gear. 

Casey Muratori 

By day, Casey Muratori is a programmer at RAD Game Tools. 
By night, he is an anti-IP activist and the founder of the first One-Click patent boycott site,, 
which has received worldwide attention and even a mention 
in Newsweek. 

Ray Muzyka 

Dr. Ray Muzyka is the joint CEO and co-executive producer at 
BioWare Corp. He co-founded BioWare in 1995 with joint CEO 
Dr. Greg Zeschuk. Muzyka was the producer on Baldur's Gate 
and was the co-executive producer on Shattered Steel, MDK 
2, Tales of the Sword Coast, Baldur's Gate II, and BioWare's 
upcoming Neverwinter Nights and Star Wars role-playing 
game. In addition to his development role, Muzyka also co- 
manages the financial and legal business side of BioWare. 

John Nagle 

John Nagle developed Falling Bodies, a high-end character 
animation plug-in for human figure physics simulation. 
Nagle developed the first raster-to-vector converter for PCs, 

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a basic congestion control strategy for the Internet 
(the Nagle algorithm) that is in every TCP/IP 
implementation, and a method for controlling 
simulated legged running over rough terrain. He 
holds three U.S. patents and an M.S. in computer 
science from Stanford. 

Mike Nichols 

Before forming Surreal Software in 1995 with 
partners Alan Patmore, Stewart Denman, and Nick 
Radovich, Mike Nichols worked as a designer and 
artist for various companies throughout the 
Seattle area. Currently, Nichols is the creative 
director at Surreal, where he continues to meddle 
in the daily affairs of the art team, test the 
patience of the programmers, and confuse the 
designers. Nichols's passion for creating 
immersive gaming environments is reflected in the 
type of games made at Surreal. The studio's first 
game, Drakan, was released to great success; 
Surreal's next projects include a sequel to Drakan 
and Gunsunger, due out next year. 

Douglas Noel 

Douglas Noel is currently the Game Test 
Coordinator for's Quality Assurance team. 
Having worked for the QA department of Kesmai 
Studios for two years, Douglas joined 
when Kesmai was bought by Electronic Arts, and 
became's Virginia QA group. 

John O'Brien 

|ohn O'Brien has been an Al developer for Red 
Storm Entertainment for 3 1/2 years. His titles 
include Tom Clancy's Poutika, Tom Clancy's, and Shadow Watch. He is currently 
the lead engineer and Al designer for an upcoming 
PlayStation 2 title. 

Paul O'Connor 

Paul O'Connor has designed videogames, role- 
playing games, board games, and card games. His 
credits include Dragon Wars for Interplay, Sylvester 
& Tweety for Time Warner Interactive, and the 
Grimtooth's Traps series of books for Flying 
Buffalo. O'Connor has also written hundreds of 
comic books for Malibu and Marvel Comics. In 
addition to leading the level and systems design 
on Oddworld: Abe's Oddysee and Abe's Exodus, 
O'Connor's story skills have helped shape 
Oddworld and its inhabitants since 1994. O'Connor 
is now Oddworld's senior game designer, working 
on Oddworld: Munch's Oddysee, as well as doing 
original design on projects. 

Doug Oglesby 

Doug Oglesby is a lead artist at Red Storm 
Entertainment. He has worked on seven game 
titles in some capacity, five of them at Red Storm 
and four as lead artist (Poutika,, 
Shadow Watch, and Anne McCaffrey's Freedom: First 
Resistance. He has a degree in Communication Arts 
with a focus on graphics and illustration and 
worked for five years in television, during which he 
received an Emmy and two Emmy nominations, as 
well as three international awards from the 
Broadcast Designers Association. 

Nicole Opas 

Nicole Opas has been a part of the online gaming 
industry for three years, working for two of the 
leaders in online entertainment. At Sony Online 
Entertainment, she worked in both game 
production and marketing. Opas joined America 
Online in April 2000 as programming manager. She 
oversees the promotional marketing strategy for 
the AOL Games Channel. Including, Opas 

manages the marketing of new products and 
online game offerings across the AOL family of 

Serge Orlovsky 

Serge Orlovsky, 28, is president of Nival 
Interactive. During his four years at Mir-Dialogue, 
Orlovsky worked his way up from a programmer to 
project manager. Having contributed his strong 
programming skills to developing Russian Six Pack, 
published by Interplay, he also took an active part 
in creating Sea Legends for Ocean Software. 
Orlovsky founded Nival Interactive, where he 
designed and managed Rage of Mages. Currently, 
Orlovsky supervises a wide range of the company's 
activities, from product development to finance 
and marketing. 

juan Ortiz 

Juan Ortiz, is an instructor and has a 1995 B.A. in 
Illustration from the Academy of Art College in San 
Francisco. He then moved on to become an 
instructor of figure drawing at the Academy of Art 
through the 1997-1998 year. Juan has been 
involved in video games, as well as Digital Media, 
for the past six years. During that time he has been 
involved with some of the most talented people in 
the industry. Some of the titles he has worked on 
include Jack Nicklaus Gold, Hardball, Off-Road 3 and 
Looney Tunes Racing. 

Trent Oster 

Trent Oster has been involved in game 
development for over seven years. In that time 
period, he has filled the roles of 3D artist, 
assembly language programmer, sound engine 
programmer, lead artist, development company 
owner, art department manager, and finally, 
producer. He has worked on the titles such as 
Shattered Steel, Baldur's Gate, and MDK 2, and is 
now leading the development of Neverwinter 

Scott Owen 

Scott Owen is the ACM SIGGRAPH Conference 
Advisory Group Chair and a member of the ACM 
SIGGRAPH Executive Committee. As such, he is 
responsible for leading the long term strategic 
planning for the annual SIGGRAPH Conference. He 
is a Professor of Computer Science at Georgia 
State University in Atlanta, Georgia. 

Keith Packard 

Keith Packard is employed by SuSE to work full- 
time on the XFree86 Window System as a member 
of the XFree86 core team. He has worked with the 
X Window System for over 14 years, including four 
years at the MIT X Consortium where he designed 
and implemented much of the X Sample 
Implementation. In 1999, he and some of his X 
colleagues won a Usenix Lifetime Achievement 
Award for their work in developing X. 

Denis Papp 

Denis Papp started professionally at BioWare in its 
first year. He took over as lead programmer on the 
Shattered Steel project. Following this project, he 
obtained his M.S. at the University of Alberta. His 
thesis involved developing one of the first strong 
poker Als with the Games Research Group. 
Following his studies, Papp joined TimeGate 
Studios in Houston as the lead engineer. His 
involvement on the Kohan project included project 
scheduling and the management of miscellaneous 
aspects of the project, such as QA processes and a 
defect-tracking system. 

Byung-Ho Park 

Byung-Ho Park is a veteran columnist specialized 
in computer games. He has written two books, 
including Making RPG (Information age: Seoul, 
1993). After working for several years in the 
multimedia development division of Samsung 
Electronics Co. Ltd., Park started studying in the 
U.S. in 1999. His academic interest is focused on 
developing theories helpful for game design. His 
experience as a writer and software designer, as 
well as a short period of marketing and PR. 
experience, provide him a broad vision of the 
Korean game industry. 

Walter Park 

Walter Park has been working in the visual arts 
industry for the past 10 years. While studying 
illustration at Brigham Young University, Park 
began work for Viewpoint Datalabs in Orem, Utah, 
as a 3D character modeler. While at Viewpoint, he 
modeled characters for various movies such as 
Species and Batman Forever. After Viewpoint, Park 
began work at Saffire, a game company, where he 
has been for the last five years. There, Park has 
worked as an artist for numerous titles and as lead 
artist for Biofreaks on the Nintendo 64, 
PlayStation, and PC; and Xena: Talisman of Fate for 
the Nintendo 64. 

Scott Patterson 

Scott Patterson got his start in the games industry 
10 years ago doing audio programming on many of 
Microprose's classic PC games. Since then, at 
Midway, he has created audio systems for many 
games on many platforms and gained experience 
with 3D graphics programming, user interface 
programming, and even Al programming. He then, 
at Naughty Dog, created audio systems, managed 
audio resources, wrote audio control code, and 
contributed to graphics tools. The last two projects 
he worked on were Crash Team Racing for the Sony 
Playstation and Hydro Thunder for arcade. He is 
currently Head of 3D Technology for Next 
Generation Entertainment in Sydney, Australia. He 
can be reached at 

Steve Pavlina 

Steve Pavlina is CEO of Dexterity Software, an 
independent game developer and on-line 
publisher established in 1994. He is also president 
of the Association of Shareware Professionals 
(ASP), an organization of more than 700 
independent software developers, and he is co- 
moderator of the International Game Developers 
Association's (IGDA) Indie Games SIG. 

Joel Payne 

Joel Payne has been a digital arts expert for nine 
years, with award-winning game design credits, 
including feature film and television experience. 
Beginning his career when games had 32 colors, 
Payne has come to work on such acclaimed titles 
as Heroes of Might and Magic, Disney's Virtual 
Jungle Cruise (a VR motion ride), Gameworks' Sky 
Pirate (also a VR ride), the arcade game Savage 
Quest, and the 3D cartoons Starship Trooper and 
Max Steel from Sony. Today, Payne is the company 
art director for Zombie Games. 

Nick Peck 

Nick Peck owns and operates Perceptive Sound 
Design, a firm specializing in audio post- 
production for the game and film industries. His 
sound design projects have included such games 
as Escape from Monkey Island, Vampire the 
Masquerade: Redemption, Grim Fandango, Star Wars 
Super Bombad Racing, and New Legends, as well as 


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the films Being |ohn Malkovich and the remake of Vampire 
Hunter D. Peck is also a composer and keyboardist, holding 
an M.F.A. in Electronic Music from Mills College. He has 
released six albums and performs frequently with his jam 
quartet Ten Ton Chicken. 

Jim Perkins 

Jim Perkins, WEB Corp.pPresident and CEO, has spent the 
past 12 years in the forefront of the entertainment software 
industry and has earned the respect of top PC and console 
game developers. His success is attributed to his uncanny 
ability to lead profitable growth of interactive software 
companies through careful product acquisition, well- 
managed product development, and innovative retail and 
Internet distribution. He is known for publishing such 
blockbuster hits as Doom Wolfenstein 3D, and Duke Nukem. 

Ken Perlin 

Ken Perlin is an Associate Professor in the Department of 
Computer Science and the director of the Media Research 
Laboratory at the Courant Institute of Mathematical Sciences 
of New York University. He is also the director of the NYU 
Center of Advanced Technology, sponsored by the New York 
State Science and Technology Foundation. He completed his 
Ph.D. in 1986 from the New York University Department of 
Computer Science. His dissertation received the Janet Fabri 
award for Outstanding Doctoral Dissertation. 

Kevin Perry 

Kevin Perry has been a producer, designer, or manager on 
more than 12 titles on a variety of platforms, including the 
Power Plays series and the expansion of the Rainbow Six 
franchise. Currently he manages the design department at 
Red Storm Entertainment. 

Lewis Petersen 

Lewis Petersen is the President of 7 Studios, which he 
founded in 1999 along with six other industry veterans from 
Westwood Studios, Activision, and Quicksilver Software. 
Petersen is responsible for managing business affairs for the 
company, and is also producing Legion: the Legend of 
Excalibur, 7 Studios' first title, due out in 2001. Legion is a 
hybrid action/strategy/role-playing game developed 
specifically for next-generation platforms and published by 

Patricia Peterson 

Patricia Peterson is currently the art director for Mindspan, a 
software development group that developed the Hardball 
series for Accolade. 

Sandy Petersen 

Sandy Petersen is an industry mainstay, member of the 
Gaming Hall of Fame, and was crucial in the production of 
such award winning game titles as Doom, Doom 2, Quake, 
Command HQ, Lightspeed and Civilization. As seems to be the 
rule with successful computer game designers, Petersen's 
roots are in the board game industry. His illustrious portfolio 
includes Runequest, Call of Cthulu, Creatures of the 
Dreamlands and Petersen's Field Guide to Monsters. 

Cary Phillips 

Cary Phillips is a principal engineer at Industrial Light & 
Magic, where he develops software for digital creature 
animation. Phillips came to Industrial Light & Magic in 1994 
after spending three years as a software engineer at Pacific 
Data Images. Phillips developed the facial animation 
software for the talking dragon in Dragonheart and the 
monkeys in Jumanji. He is one of the principal developers of 
ILM's current digital system for describing and animating 
complex skinned creatures. In 1999, he received a Technical 
Achievement Award from the Academy of Motion Picture Arts 
and Sciences for the "Caricature" facial animation system. 

Marco Pinter 

Marco Pinter launched into the multimedia arena in the early 
90's by creating a popular Windows-based digital video 
editing package. He later founded and ran development 
house Digital Media International (a.k.a. Addictive Media) 
for several years. Pinter has acted as producer and/or lead 
programmer on a wide variety of titles published by Mattel 
Media, Activision, Disney Imagineering and others. 

Adam Pletcher 

Adam Pletcher has been with Volition/Parallax for seven 
years. He's served in key Art and Game Design roles on a 
dozen titles and add-ons, including Descent and Descent 2 , 
the Freespace series, and most recently, Summoner. 

Jay Powell 

In his three years at Octagon, Jay Powell has arranged and 
negotiated numerous deals in Europe and North America for 
Octagon's clients. He has also proven a key evaluator of 
projects, having secured some of Octagon's most successful 
games. With gaming experience in excess of 15 years, Powell's 
industry insight has been immensely beneficial to Octagon's 
clients and publishing partners. Powell's experience has 
allowed Octagon to create and maintain a property evaluation 
and acceptance methodology that exceeds the standards and 
expectations of the interactive industry. 

Ted Price 

Ted Price is the president and founder of Insomniac Games 
Inc. Looking for an excuse to write off the purchase of 
computer games in 1994, he left his first post-college job as 
controller of a start-up medical company and spent his life 
savings on a 3DO development station (an ill-fated purchase) 
and several months of office rent. He persuaded a couple of 
very talented programmers to join him and began work on 
the company's first project, Disruptor. Now, six years later, 
Insomniac has grown to over 30 people and has developed a 
reputation for creating top-notch PlayStation games. 

Matt Pritchard 

Matt Pritchard has been programming for more than 23 
years. After walking away from making 8-bit games in the 
early 1980s, Pritchard returned to the industry with the 
formation of Ensemble Studios in 1996. At Ensemble, 
Pritchard was responsible for, among other things, creating 
the graphics engines that have powered every game in the 
multi-million-selling Age of Empires series. He has also 
written numerous articles on performance optimization, 
graphics programming, multiplayer cheating, and other 
topics. At present, he is working on an unannounced project 
for Ensemble Studios. 

Kekoa Proudfoot 

Kekoa Proudfoot is a Ph.D. student in the Computer Graphics 
Laboratory at Stanford University. He is currently a member 
of a research group developing a real-time programmable 
shading system, and has previously worked on simulation 
and analysis techniques for graphics architectures. 

Kent Quirk 

Kent Quirk is the chief technical officer, game architect, and 
co-founder of CogniToy, an independent game developer 
based in Acton, Massachusetts. He is the designer of the 
acclaimed game Mindrover. Adrenaline Vault called 
Mindrover's design "so comprehensive and accessible to all 
that it cannot be described as anything short of brilliant." 
Quirk is also the designer of three Java-based online games, 
two of which were published on a major gaming site in the 
Fall of 2000. 

Remi Racine 

Remi Racine is a self-professed game player and 
entrepreneur. In 1996, he became head of what would later 
become A2M (one of Canada's most important video game 
developers) when his company MMI was purchased by 
Behaviour Communications and merged with Megatoon 

speaker bios 

Studios. Racine successfully completed the merger 
and refocused the company toward the then-new 
PlayStation console market. In 1999, Racine 
obtained external partners and bought the 
company from Behaviour Communications, 
transforming it into A2M. A2M recently launched 
three new titles (The Grinch, Bugs & Taz: Time 
Busters and 3, 2, 1 Smurfs!). 

Bob Rafaei 

Bob Rafaei is the art director and senior visual 
development artist at Naughty Dog, Inc. Before 
getting his start in game development in '93 
during the 16 bit era, Bob's conventional merits 
included the cover art for Blues Traveler's: 
Travelers & Thieves. He joined the small art staff at 
NDI in early '95 during the visual development 
stage of Crash Bandicoot which paved the way for 
CB2: Cortext Strikes Back, CB: Warped and Crash 
Team Racing for PlayStation, collectively selling 20 
million copies globally. His contribution to this 
series ranged from modeling, and texturing to 
character animation and visual development. He is 
currently doing production design for NDI's next 
project for the PS2. 

John Ratcliff 

In 1984, )ohn Ratcliff broke into the game industry 
after submitting a proposal to Electronic Arts that 
fortunately fell into the hands of producer 
extraordinaire Paul Grace. Currently, Ratcliff is the 
lead developer for Planetside, a massively 
multiplayer action game from Verant Interactive. 

Steve Reid 

Steve Reid is Vice President of Product 
Development for Red Storm Entertainment. 
Promoted in January 2001 to lead the company's 
production efforts, Reid collaborates with Chris 
Olson (VP Operations) on running the day-to-day 
business at Red Storm. Reid is a founder of Red 
Storm Entertainment, having been the Director of 
Creative Design since the company's formation in 

Craig Reynolds 

Craig Reynolds is a Research Scientist in the R&D 
group of Sony Computer Entertainment America in 
Foster City, California. The focus of his work is 
developing behavioral models for autonomous 

Graham Rhodes 

Graham Rhodes is a senior scientist at Applied 
Research Associates Inc. (ARA), an engineering 
research and development firm based in 
Albuquerque, New Mexico. While at ARA, Rhodes 
has implemented physics models for simulating 
the aeroelastic deformation of aircraft wings for 
optimized design, as well as real-time nonlinear 
flight simulations of hand-thrown gliders and 
frisbees for interactive simulations in the 
WorldBook Multimedia Encyclopedia. 

Theresa-Marie Rhyne 

Theresa-Marie Rhyne is the Project Leader of ACM 
SIGGRAPH's Outreach to the Computer Games 
Community. She began this effort in 1999 and 2000 
while she was serving as a Director-at-Large on 
ACM SIGGRAPH's Executive Committee and has 
continued directing the project. 

Brian Robbins 

Brian Robbins is the Senior Software Engineer for 
CleverMedia, a Shockwave and Flash game 
developer and publisher. He spends most of his 
time designing and programming new games for 
the company websites including,, and One of his recent and most 
popular games is Multi-player Spades, which is the 
first, and only, known Shockwave multi-player 
spades game available. 

Alyn Rockwood 

Alyn Rockwood received a Ph.D. from the Dept. of 
Applied Math and Theoretical Physics at 
Cambridge University. He has had faculty positions 
at a German "Gymnasium," teaching math and 
physics, at BYU teaching math, and at Arizona 
State University in computer science. 

Dan Rogers 

Dan Rogers has been at the forefront of the 
interactive entertainment for over a decade, 
pioneering development and marketing strategies 
for many of the world's most successful games, 
including Command & Conquer, The iith Hour, King's 
Quest, Phantasmagoria, Front Page Sports, and many 

Jeffrey Rose 

Jeffrey Rose is a sole practitioner in Orange County, 
California. His practice includes copyright, 
trademark, trade secret, and related litigation; 
intellectual property licensing; and general 
contract and corporate work for high-technology, 
software, and new media clients. 

Gary Rosenweig 

Gary Rosenzweig is a game developer, writer and 
entrepreneur. He runs CleverMedia, a Shockwave 
and Flash game developer and publisher. 


Bert Sandie has worked in high-tech software 
since 1989 in various markets, including 
telecommunications, video conferencing and 
multimedia collaboration, satellite systems, and, 
most recently, videogames. 

Emilie ("Tobi") Saulnier 

Tobi Saulnier holds a PhD, MS, and BS in electrical 
Engineering from Rensselaer Polytechnic Institute. 
Since joining Vicarious Visions, she has overseen 
the development of several handheld and console 

Florian Sauer 

A graduate of the University of Hildesheim, Florian 
Sauer works at Factor 5, LLC where he contributed 
to several N64 games and always investigated the 
hardware at the lowest possible level. Currently, he 
is busy developing technologies for next- 
generation consoles such as the Nintendo 

Phil Saunders 

Phil Saunders is the creative director of Presto 
Studios, and has been involved in game design 
and production since 1992. Most notably he has 
been responsible for the design direction of the 
acclaimed Journeyman Project series, for which 
Presto has won several design awards. 

Jesse Schell 

Jesse Schell is a game designer and programmer at 
the Walt Disney Imagineering VR Studio. He has 
worked on many location-based VR attractions for 
DisneyQuest and the Disney theme parks, 
including Aladdin's Magic Carpet Ride, Hercules in 
the Underworld, and Pirates of the Caribbean: 
Battle for Buccaneer Gold. 

Anne-Marie Schleiner 

Anne-Marie Schleiner is engaged in gaming and 
network culture in a variety of roles as a writer, 
critic, curator, and gaming artist/designer. Her 
work investigates the domains of avatar gender 
construction, computer gaming culture, and 
hacker art. 

Brian Schmidt 

Brian Schmidt currently serves as Program 
Manager for Xbox audio and media at Microsoft, a 
recent move from his position as Program Manager 
for DirectSound and DirectMusic on the DirectX 
audio team. 

Peter Schroeder 

Prof. Schroeder is a world expert in the area of 
wavelet-based methods for computer graphics. He 
helped pioneer the use of fast wavelet solvers for 
illumination computations and developed (with Dr. 
Sweldens) the first practical spherical wavelet 
transform. Multi-resolution techniques have been 
the subject of many invited lectures and courses 
he has given in Europe and North America for 
academic and industrial audiences. In 1995 he was 
awarded a NSF Career award and named a Sloan 
Fellow. More recently he was named a Packard 

Paul Schuytema 

Since Paul Schuytema's first days of design, he has 
created over 50 games, authored over 200 
professional articles, written over a dozen books, 
and published a handful of original short fiction. In 
recent years, he has been the contributing editor 
for game design for Computer Gaming World, the 
lead designer For Mechwarrioer 3, the producer 
and designer of Prey and the producer and 
designer of Rainbow Siz: Covert Ops Essentials. 
Currently, Schuytemal spearheads creative 
development at Magic Lantern Playware, a small 
developer located in the middle of the cornfields of 
central Illinois 

Don Seegmiller 

Don Seegmiller is one of the top living figurative 
artists in the U.S., with paintings in over 400 private 
and public collections. He is on the faculty at 
Brigham Young University, where he teaches senior- 
level courses on Illustration and Painting the 
Human Head. Seegmiller is an art director at Saffire 
Corp. Saffire is a leading videogame developer 
located in Pleasant Grove, Utah. Seegmiller is 
directly responsible for the management of 40 
artists located at both Saffire locations. 

Scott Selfon 

Scott Selfon is the audio content consultant on the 
Content and Design Team in the Xbox Advanced 
Technology Group at Microsoft. Scott has composed 
for a wide range of media, including film and 
television, PC titles, and live performance. Among 
his most recent projects are the Seattle 
International Film Festival's Fly Filmmaking 
program, Over Your Head (independent short), 
"Robit" for SIGGRAPH, collaborative work on VR-i 
Crossroads (the first online title to support 
DirectMusic), and sample content for the DirectX 
SDK. Prior to joining the Xbox team, Scott served as 
the test lead for DirectMusic Producer and DirectX 
Audio Scripting. 

Lasse Seppanen 

Lasse Seppanen studied game design and film 
scriptwriting at the Media Lab of the University of 
Art and Design Helsinki, and graduated with an 
M.A. in New Media in 1999. His final thesis was a 
game design document for a online political game. 


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In the summer of 1999, he designed one of the world's first 
WAP games, Subhunter, which was finished in early 2000 and 
later won the grand prize in the entertainment category of 
Nokia's Best of WAP 2000 competition. At the Finnish game 
company Wizbang Productions (, Seppanen is 
responsible for mobile game design and has written designs 
for 10 WAP games. 

Lee Sheldon 

Lee Sheldon has trained as a director in theatre and film, and 
has over 200 television production credits, ranging from 
Charlie's Angels to Star Trek: The Next Generation. He is 
winding up his seventh year as either designer, writer, 
director, and/or producer of interactive entertainment, filling 
various roles in eight titles either published or about to be 
published, including the award winning games Dark Side of 
the Moon and The Riddle of Master Lu. He was 
writer/executive producer of the online mystery The Light 
Files, writer/co-designer of the action-adventure game The 
Wild Wild West: the Steel Assassin, and head writer/producer 
of an online persistent world, The Gryphon Tapestry. He 
currently is writing/co-designing an upcoming online multi- 
player game for Entertainment Science. 

Bruce Sheltey 

Bruce Shelley has helped start or worked for five game 
companies. Prior to the start of Ensemble Studios in 1995, 
Bruce is best known for assisting Sid Meier on the design of 
the original editions of Railroad Tycoon and Civilization when 
they were colleagues at Microprose. He is a senior designer 
at Ensemble Studios, where he helped start the company, 
evolve its development methodology, and serves on the 
company management team. He contributed to the design of 
both Age of Empires and Age of Empires II: the Age of Kings. He 
was elected in 2000 to the board of directors of the Academy 
of Interactive Arts and Sciences. 

)oe Shochet 

Joe Shochet is a game designer and programmer at the Walt 
Disney ImagineeringVR Studio. He has used numerous 
scripting languages, including Scheme, Python, Smalltalk, 
and Java in game production. He has worked on many 
location-based VR attractions for DisneyQuest and the 
Disney theme parks, including Aladdin's Magic Carpet Ride, 
Hercules in the Underworld, and Pirates of the Caribbean: 
Battle for Buccaneer Gold. 

Laura Simmons 

Laura Simmons has over 10 years experience in marketing 
and event production. Prior to joining as the General 
Manager of the Australian Game Developers Conference, she 
worked at ZD Events (now Key3 Events) producing 
sponsorships, marketing, messaging, branding and content 
for technology events such as NetWorld+lnterop, Intel 
Developer Forum, )avaOne(sm), and others. 

Jon Slager 

As CEO of Kodiak Interactive Software Studios, Inc., Jonathan 
Slager brings a strong marketing and finance background 
from over 16 years of combined business experience. He had 
previously worked as the vice president, chief financial and 
operating officer of Sculptured Software, Inc., where he 
helped to build the studio and spearheaded the company's 
merger with Acclaim Entertainment, Inc. in 1995. Before 
joining Sculptured, Jonathan held the position of vice 
president of marketing for Electro Brain Corp., a publicly 
traded Nintendo and Sega publisher, where he oversaw all of 
the company's marketing and public relations efforts. 

Roger Smith 

Roger Smith is an award-winning virtual world developer who 
has been growing simulation companies and projects for 15 
years. He is an international leader in the field of simulation 
and distributed virtual worlds, serving on the editorial boards 
of the leading journals and professional conferences and 
creating the next generation of simulations for the 

Department of Defense. He is the author of multiple 
simulation courses in live seminar, videotape, and CD-ROM 
formats. He has also published nearly 50 papers on modeling, 
simulation, virtual worlds, and business topics. Dr. Smith is 
the vice president of technology for BTG Inc., and president of 
ModelBenders LLC. 

Gary Snyder 

Gary Snyder is a displaced Texan, and has traded the searing 
heat of summertime in Dallas for the mucus-freezing cold of 
Toronto winters when he relocated to Pseudo Interactive in 
1998. A graduate of Origin Systems and Ion Storm, he now 
exercises his own unique brand of artistic fascism at Pseudo, 
helping to create the perfect blend of art and technology. 
Being an avid game player since he was knee high to a 
Longhorn, Snyder's calling is to make games that take place 
in worlds you can't see outside your own window. 

Heather Sowards 

Heather Sowards has been working in music production for 
over 10 years. Sowards electronic music and computer 
science background brought her into the video game 
industry as a composer for DMA-USA in 1996. Currently, 
Sowards is the audio director at VR-i, inc. in Boulder, 
Colorado, managing a team of 5 audio designers and two 
audio programmers. Her credits include music and sound 
design for Hired Guns, Tides of War, Mike Piazza's Strike Zone , 
Crossroads, and an upcoming Xbox launch title. Sound 
design and/or dialog for Nomads of Klanth, Grand Theft Auto, 
Shockmachine Gold and Towers of Fallow. 

Warren Spector 

In 1997, after a one-year stint with LookingGlass 
Technologies, Warren Spector founded the Austin office of 
Dallas-based game developer, ION Storm. Two years later he 
accepted a partnership position and seat on ION'S board of 
directors. He is also on the board of the International Game 
Developers Association. Warren and his team released the 
award-winning action/roleplaying game Deus Ex in June 
2000. Deus Ex 2 and Thief 3 are currently in the works, to be 
published by Eidos Interactive. 

John Spitzer 

John Spitzer is the manager of OpenGL Applications 
Engineering at Nvidia. John received Bachelors and Masters 
degrees in Computer Science from Rice University, and has 
participated professionally in the graphics field for the last 
12 years. Within the OpenGL community, John has 
contributed by serving as an Architectural Review Board 
(ARB) representative; co-founding the OpenGL Performance 
Characterization Committee (SPECopc), serving as its Chair 
for three years, and authoring SPECglperf, an industry 
standard OpenGL performance benchmark. During his own 
time, he enjoys windsurfing, long distance running, and 

Alex St. John 

Prior to co-founding WildTangent, Alex St. John started out at 
Boston-based Hell Graphics and Harlequin Ltd. in the UK 
where he developed a postscript interpreter. Shortly 
thereafter, St. John joined Microsoft as the general manager 
for Microsoft's multimedia marketing and evangelism group. 
He was one of the principal creators of Microsoft's DirectX 
technology. Before leaving Microsoft in 1997, St. John 
worked on creating Chromeffects, a family of multimedia 
technologies to extend Internet Explorer to support 3D 
graphics and real-time interactive animation. Perceiving that 
multimedia technology was not advancing rapidly enough to 
meet the demands of the Internet, St. John founded 
WildTangent Inc. to drive the development and adoption of 
streaming 3D technology. 

Paul Steed 

After spending the past four years at the modeling, 
animation, and cinematics department at id Software, Paul 
Steed is now a producer at Wild Tangent, a web-based 

speaker bios 


technology and content company founded by the 
enigmatic former Microsoft DirectX evangelist, Alex 
St. )ohn. Steed's job is to direct the creation of 
original content showcasing Wild Tangent's web 
driver and compression technology as well as the 
easy-to-use software development kit (SDK). 

Jay Stelly 

Jay Stelly has been writing games for as long as he 
can remember. Long before he became a senior 
engineer at Valve, he wrote his first games on his 
state of the art TRS-80 8-bit home computer. 
Somewhere in between, he took time away from 
games to get a degree in Electrical Engineering and 
develop a wide range of software, from embedded 
systems firmware to large scale database systems 
to consumer-oriented Windows applications and 
graphics. His most recent work is featured in the 
award-winning Half-Life and Valve's Team Fortress 2. 

Jacob Stephens 

Jacob Stephens began working at LucasArts 
Entertainment Company in 1996. As part of the Jedi 
Knight: Dark Forces II level design team, he 
designed and completed work on eight single- and 
multiplayer levels in the game, including the well- 
received Level 16: The Falling Ship. Since Jedi Knight, 
Jacob has sharpened his design skills, creating the 
swamp and gantry levels for Jedi Knight: Mysteries 
of the Sith, and the Ice, Cloud and Asteroid worlds 
for Star Wars: Episode I: Racer. On Nihilistic's 
Vampire the Masquerade: Redemption Jacob took on 
the role of designer, a job that mainly involved 
data management, effects design, cutscene 
direction, and game balancing. Jacob's current role 
is designer on Nihilistic's next title. 

Daryll Strauss 

Daryll Strauss has been developing graphics 
applications for over 12 years. During this time he 
spent seven years creating special effects for the 
film industry including contributions to the 
academy award winning work on What Dreams 
May Come and Titanic. Since then he has been 
developing 3D hardware support for Linux. He was 
responsible for the first hardware accelerated 3D 
support for Linux. Today he runs the Multimedia 
and Graphics Engineering practice in VA Linux 
Systems' professional services division. 

Greg Street 

Greg Street is a game designer with Ensemble 
Studios. A former college professor with a Ph.D. in 
marine science, he joined Ensemble in 1998. Street 
was lead designer on Age of Empires II: the 
Conquerors Expansion and was responsible for the 
campaigns and random maps in Age of Kings. In 
2000, he won the AIAS award for Outstanding 
Achievement in Character or Story Development. 

David Stripinis 

David Stripinis joined Factor 5's next-generation 
platform development team in mid-1999 ar| d nas 
been working on developing technologies and 
techniques to bring high-quality in-engine 
character motion to Factor 5's games ever since. 

George Suhayda 

George Suhayda is a graduate of Clemson 
University and Yale School of Drama. He joined 
Sony Imageworks in 1998 and has worked on 
Contact, Snow Falling On Cedars, Sphere, City Of 
Angels, and What Planet Are You From? Currently, 
he is helping Sony Imageworks develop games for 
Sony's PlayStation 2. 

Chanel Summers 

Chanel Summers brings nearly a decade of 
experience in the games industry to her role as 
worldwide creative manager of the Content and 
Design Team in Microsoft's Xbox Advanced 
Technology Group. Recognizing that the 
technology of Xbox serves only to showcase the 
games developed for it, Chanel set out to create a 
team of graphic artists, sound designers, 
composers, and game designers who would work 
with the development community, coaching game 
creators to take advantage of the capabilities 
presented by Xbox. Chanel joined Microsoft in 
1997 as the program manager for Fighter Ace, the 
first massively multiplayer game on the Microsoft 
Internet Gaming Zone. 

Tim Sweeney 

Tim Sweeney founded Epic Games and wrote the 
Unreal Unreal engine, which powers games such 
as Unreal Tournament, Deus Ex, and Duke Nukem 

Tommy Tallarico 

Tommy Tallarico is the most successful and 
accomplished video game composer in history. He 
has helped revolutionized the video game industry 
and has shown time and again his ability to create 
unique soundtracks that truly enhance the overall 
gaming experience. Some of Tallarico's top titles 
include: Earthworm Jim 1 & 2, Aladdin, Cool Spot, The 
Terminator, Madden Football, the Test Drive series, 
MDK, Tomorrow Never Dies, Tony Hawk 
Skateboarding, Spider-Man and the Blitz and Time 
Crisis series'. Upcoming titles include the highly 
anticipated Unreal 2 and Maximo. 

Steve Taylor 

Steve Taylor's development experience covers a 
variety of platforms, including Windows, UNIX, 
MacOS, PlayStation, Nintendo64, Dreamcast, and 
Nuon. He has moderated or lectured at the Game 
Developer Conference for several years. Taylor is 
currently managing development for Saffire Spain 
and is lead designer on a new original console 

Robert Tercek 

Robert Tercek is the president of Consumer 
Applications and Services Division at PacketVideo 
Corporation, the leading provider of wireless 
multimedia technology. He supervises the design, 
development, and distribution of interactive 
multimedia products, including games, to wireless 
network operators worldwide. Prior to joining 
PacketVideo, he was the senior VP of digital media 
for Sony Pictures, where he introduced interactive 
versions of Sony's flagship game shows Jeopardy! 
and Wheel of Fortune for interactive TV, broadband, 
and wireless. He supervised the development of 
numerous online games for Sony, including 
Starship Troopers Battlespace for AOL's Extreme 
Games service. 

Mark Terrano 

Mark Terrano has always had an interest in 
network programming, getting his first taste of the 
multiplayer game community in MUDs in the early 
'80s. In 1995, he joined Ensemble Studios, where 
he has been involved in either programming or 
design for all of the Age of Empires games. Terrano 
is currently working on Ensemble's next generation 
of games. 

Demetri Terzopoulos 

Professor Demetri Terzopoulos has received 
numerous awards. He is the recipient of six 
University of Toronto Excellence Awards and three 
of Canada's most distinguished research 
fellowships. In 1998 he was elected a Killam 
Research Fellow by the Canada Council for the 
Arts. In 1996 he was elected a E.W.R. Steacie 
Memorial Fellow by the Natural Sciences and 
Engineering Research Council of Canada, the 
highest honor for Canadian scientists and 
engineers under the age of 40. In 1989 he was 
elected an Al and Robotics Fellow of the Canadian 
Institute for Advanced Research. 

James Thoma 

James 0. Thoma is a partner in the corporate and 
entertainment sections of Akin, Gump, Strauss, 
Hauer & Feld LLP in Los Angeles. Thoma is 
principally engaged in the media finance area, 
concentrating on the financing of motion pictures, 
television programs, and computer/electronic 
games. Thoma represents major foreign and 
domestic lending institutions, motion picture and 
television producers and distributors, electronic 
game software companies, and film and software 
distributors in the creation, financing, and 
distribution of motion pictures, television 
programs, and computer and electronic games. 

Steve Thorns 

Steve Thorns started his level design interest 
purely as a hobby in the 1980s on the Odyssey 
gaming console modifying mazes in a Pac-Man 
clone called KC-Munchkin. From there, he moved 
onto bigger and better things when computer 
games and real tools became more readily 
available. He eventually joined Rogue 
Entertainment in Texas where he worked on a 
couple projects, including a mission pack for id 
Software's Quake 2. He is currently the lead level 
designer at Nihilistic Software where he worked on 
their first project, Vampire the Masquerade: 

John Tobias 

John Tobias was co-creator, lead artist, game and 
character designer of the Mortal Komat series of 
games. He's been in the video game business for 
more than 11 years and worked on 11 projects at 
Midway before leaving to found Studio Gigante 
with his fellow owners. Those projects included 
Smash TV, Total Carnage, Mortal Kombat, Mortal 
Kombat 2, Mortal Kombat 3, Ultimate Mortal Kombat 
3, MK Trilogy, Mortal Kombat Mythologies: Sub- 
Zero, as well as continued character design on 
Mortal Kombat 4, and Mortal Kombat Gold. 

Caroline Trujillo 

Caroline Trujillo started in the video game industry 
as a game tester at Sega of America in 1993 to 
1995. She then left Sega in 1995 to join Crystal 
Dynamics in Menlo Park, CA. to work as a designer 
and 3D modeler on Legacy of Kain: Blood Omen. She 
continued game design and 3D modeling at Crystal 
Dynamics on Pandemonium 2 and Legacy of Kain: 
Soul Reaver. In 1998 she left Crystal Dynamics to 
work at Insomniac Games in Los Angeles. At 
Insomniac Games, she designed on Spyro the 
Dragon 2 and Spyro the Dragon 3. She is currently 
at Insomniac Games as Lead Designer on their 
upcoming PlayStation 2 Project. 


speaker bios 



Maggie Tai Tucker 

Maggie Tai Tucker is a trainer, writer, and consultant in 
Seattle. She consults with Seattle-area game companies, 
helping them fine-tune their gameplay to be as rewarding as 
possible. She was formerly the head trainer at the Koinuza 
(Little Dog Star) Canine Training Center in Tokyo, )apan, and 
in her lifetime has trained inchworms, chickens, cats, and 
people, as well as dogs. 

Matt Uelmen 

Matt Uelmen has worked for Blizzard North (originally 
Condor) since the spring of 1994 as a composer and sound 
designer. Over his tenure there, he has worked on projects 
including Justice League Task Force for the SNES, Quaterback 
Club for the GameBoy and Game Gear, and Diablo and Diablo 
II for the PC. 

Chris (Jim 

Chris Ulm was a co-founder and editor-in-chief of Malibu 
Comics. Under his oversight, Malibu grew from a small black 
and white publisher to the fourth largest publisher of comic 
books in North America. Promoted to vice president of 
editorial when Malibu was acquired by industry leader 
Marvel Comics, Ulm left to co-found MainBrain Productions, 
where he participated in the writing and development of 
series for Universal Cartoon Studios, Klasky-Csupo, Marvel 
Comics, Dark Horse Comics, and a host of other clients. No 
stranger to videogame development, Ulm jumped at the 
chance to join Oddworld in 1997. Designing Abe's Exoddus 
with the Oddworld team, he also co-wrote the computer- 
generated movies within the game. Ulm is now serving as 
assistant director of Oddworld: Munch's Oddysee under the 
watchful eye of Lome Lanning. 

Gino van den Bergen 

Gino van den Bergen is a programmer for Not a Number, the 
developers of the Blender 3D animation tool. He is working 
on collision detection and physics-based simulation for 3D 
games. His work on collision detection dates back to his 
time at Eindhoven University of Technology, where he 
developed the Solid collision detection library as a Ph.D. 

William van der Sterren 

William van der Sterren is Al developer and the owner of 
CGF-AI. CGF-AI offers Al solutions for tactical computer 
games and simulations. Van der Sterren has a software 
engineering background and is familiar with academic Al 
research and defense research on computer-generated 
forces. But van der Sterren also understands how to fit Al 
within the CPU and memory budget. In addition, van der 
Sterren holds a position as senior scientist at Philips 
Electronics corporate research labs. X 

Michael Van Lent 

Michael Van Lent received his Ph.D. from The University of 
Michigan in 2000. His research interests include machine 
learning and artificial intelligence in computer games. His 
game-related activities include the development of a senior- 
level class titled Computer Game Design and 
Implementation, helping to organize the 1999, 2000, and 
2001 AAAI Spring Symposiums on Al and Interactive 
Entertainment, and speaking at the 1999 Game Developers 

Jim Van Verth 

|im Van Verth has a Bachelor's in Mathematics and Computer 
Science from Dartmouth College, a Master's in Computer 
Science from SUNY/Buffalo, and three years of graduate 
work at UNC-Chapel Hill, where he worked in virtual reality 
and scientific visualization. He did 3D graphics and 3D sound 
work on Tom Clancy: SSN, was lead engineer and designer on 
Tom Clancy's Poltika, and lead engineer on Force 21, focusing 
on graphics and pathfinding. Currently he is working on a 
next-generation rendering engine for the PlayStation 2. 

Michael Vance 

Michael Vance is a programmer at Loki Software. He has 
worked on Myth II, and was the project lead for Heavy Gear II, 
Soldier of Fortune, and Tribes II, as well as contributing to 

Jamie Vann 

Jamie Vann has been a writer, director and designer for 
lellyvision for the past five years. He was a contributing 
writer and voiceover talent for several titles in the You Don't 
Know lack and That's a Fact Jack! series. He has also done 
extensive work as an actor and director in Chicago theatre 
for the past 13 years. 

Farzad Varahramyan 

Before joining Oddworld, Farzad Varahramyan learned 
creature design and sculpting from creature shops such as 
the Chiodo Brothers and academy-award-winning 
Amalgamated Dynamics Inc. Contributing creature designs 
for television and feature films such as lumanji, Varahramyan 
was able to meet |oe lohnston, a personal idol. Unable to 
resist the siren call of the videogame industry, Varahramyan 
worked his magic with Kronos Digital before being swept up 
in his current love affair with Oddworld Inhabitants. 

Rob Vawter 

Rob Vawter is a Senior Developer Support Engineer in SCEA's 
Developer Support Group, and has been with Sony since 
October '95, shortly after the launch of PlayStation 1. His 
duties there include supporting PS2 audio hardware, 
software, and tool chains. He attributes his longevity at 
SCEA to the fact the he vastly prefers helping developers 
meet their deadlines over meeting his own deadlines. 

John Versluis 

)ohn Versluis' first foray into game development came in the 
form of doing 2D artwork for Media Station, where he played 
an integral role in the creation of 2D animation and the 
training of other digital artists for the award-winning game 
Lambchop Loves Music. After completing that game, Versluis 
decided to redirect his talents towards 3D artwork and 
animation and moved on to a company called Legal Graphic 
Communicators. At LGC, Versluis was in charge of producing 
forensic animation, where real-life events are re-created based 
on expert analysis through CGI renderings for court trials. Two 
years later, Versluis left LGC and started freelancing full-time. 
He has designed and produced animations for numerous 
companies in a variety of different industries including 
architectural, broadcast, and industrial design. 

Rich Vogel 

Rich Vogel was the producer of Meridian 59 and Origin's 
Ultima Online. He is currently executive producer at Verant 
Austin, where he is overseeing the development of Star Wars 
Online. He speaks frequently on issues of online world 
design, online development processes, and online 
community management. 

Mike Wallace 

Mike Wallace is a senior software analyst at UBS Warburg. 
Since 1991, Wallace covers the Internet and Multimedia 
Software industries. His research focuses on consumer 
software (entertainment, education, personal finance, and 
video games) and streaming media companies. Mike was 
ranked #2 in the software segment of the Wall Street 
Journal's analyst poll in 1995 and 1997. In 2000, he was 
ranked #2 for Internet stock picking, #5 for Internet earnings 
estimates, and #4 for Recreational Products stock picking. 
From 1990 to 1991, he worked as an analyst at Mabon 
Securities covering computer services and software 

Gordon Walton 

Gordon "Tyrant" Walton started writing commercial 
computer games in 1977. He has personally developed over 
two dozen games and has managed the development of 
hundreds of others. He has had his own development 

speaker bios 

company (twice), been development manager for 
Three-Sixty Pacific and Konami America, vice 
president of development for GameTek, and the 
senior vice president and studio general manager 
of Kesmai Corporation. He is currently vice 
president of online services at Origin Systems Inc., 
running the Ultima Online service. 

David Weinstein 

Dave Weinstein, after various and sundry jobs, 
including learning far more about libraries than 
any non-librarian should know, entered the 
industry at White Wolf Productions working on 
Empire II: the Art of War. His other credits include 
host development on Legends of Kesmai, the 
multiplayer components of Tom Clancy's Rainbow 
Six and Force 21, and the design and development 
of the networking library used throughout the 
Rainbow Six/Rogue Spear product line, as well as in 
Dominant Species and Force 21. 

Evan Wells 

Evan Wells began his career in the videogame 
industry in 1993 as a level designer on Toeiam and 
Earl for the Sega Genesis. He then moved to 
Crystal Dynamics were he worked as a designer on 
GEX for the 3DO. After graduating Stanford with a 
degree in Computer Science in '95, he continued 
his time at Crystal, co-designing the sequel, Gex: 
Enter the Gecko for the Sony PlayStation. Shortly 
there after, he moved to Southern California to join 
the team at Naughty Dog. His first job was to co- 
design Crash Bandicoot: Warped, and then Crash 
Team Racing. He is currently working on the design 
of a next generation title on the PlayStation2. 

Jonathan Wiedemann 

Jonathan Wiedemann is a 10-year entertainment- 
industry veteran, including six years at Polygram and 
four at Microsoft. He is currently director of strategic 
business development at Microsoft's 

Martin Wilde 

Martin Wilde has been in the field of audio 
programming for over 20 years. His background in 
computer music and psychoacoustics has 
(amazingly!) prepared him for the challenges of 
today's interactive audio systems. Plying that 
trade, he has designed, developed and shipped 
platform-independent sound and music software 
engines for consumer computer game titles on a 
multitude of game platforms. Most recently, he's 
been working to bring an exciting new Internet 
audio experience known as MusicPlayground to 
fruition (launch coming to a PC near you soon). 

Jay Wilson 

Jay Wilson, lead designer of Sigma at Relic 
Entertainment, began his career in the game 
industry working out of a family room as the Lead 
Level Designer on a little first person shooter 
called Blood. The Adrenaline Vault said: "Blood is 
everything Quake should have been." Wilson then 
worked as the Lead Designer on Blood 2. Since 
then he has worked with some of the best 
developers in the industry as both a level and 
game designer, including Monolith Productions, 
Cavedog Entertainment, and Electronic Arts. 

Dan Winters 

Twenty years as a gamer, coupled with a strong 
desire to support himself, caused Dan Winters to 
leap into the world of development. After starting 
at Disney Software as a tester, he spent a year and 
a half at Activision, working on Mechwarrior II, 
Simon the Sorcerer, Hyperblade, and Mercenaries to 
name a few. When The Walt Disney Company 
launched a new software division in 1994, Dan 

knew it was time to go home and rejoined Disney. 
During his tenure at Disney Interactive he has 
worked on more than 50 successful products for all 
platforms worldwide, including products based on 
The Lion King, 101 Dalmatians, Aladdin, A Bug's 
Life, Toy Story, Tarzan, Jungle Book, Mickey Mouse, 
Donald Duck, Winnie the Pooh, and ESPN sports. 


Jeff Wofford is the project leader on the 
Thunderbirds project at Deep Red Games. Under 
Wofford's direction, Thunderbirds is using two 
middleware libraries: Netlmmerse for rendering 
and Havok for simulation and physics. Prior to 
working for Deep Red, Wofford was involved as a 
senior programmer and manager in library 
development at Kinesoft in Austin, Texas. He also 
served as lead programmer on two projects there, 
Crimson Order and Magelords S. At Origin Systems, 
Wofford was a programmer on Ultima Online and 
Ultima IX: Ascension , and played a minor role on 
Longbow II. 

Steven Woodcock 

Steven Woodcock's background in game Al comes 
from 16 years of defense work building massive 
war games and simulators. He did a stint doing 
arcade games for Sega, then returned to the 
defense world to help build the Al for the National 
Missile Defense system. He maintains, a web site dedicated to game 
Al, and has written various publications on the 
subject, most recently contributing to Game 
Programming. He can be reached at 

David S. Wu 

David Wu enjoys physics, games, coffee, and the 
pursuit of stable implicit numerical integration. 

Tim Wu 

After graduating from Harvard Law School in 1998, 
Tim Wu clerked for Judge Richard Posner on the 
Seventh Circuit Court of Appeals, and then Justice 
Stephen Breyer on the United States Supreme 
Court. As a lawyer he specializes in IP issues; he 
presently works for Riverstone Networks in 
Santa Clara, California. 

Chris Wynn 

Chris Wynn is a software engineer working in 
OpenGL Application Engineering at Nvidia 
Corporation. Prior to Nvidia, Chris was a graduate 
student at the University of North Carolina at 
Chapel Hill, where he pursued various computer 
graphics interests including image-based 
rendering and interactive photorealistic 

David Yackley 

David Yackley is a program manager at Microsoft 
on the DirectX Audio team, primarily focusing on 
DirectMusic Producer. Previously a consultant to 
the Blue Ribbon Soundworks, he has worked on 
interactive music technology for about a decade. 
He is a composer and arranger, having done 
projects for Coca-Cola, the Discovery Channel, and 
many points in between. Yackley holds degrees in 
music from Capital University and the Eastman 
School of Music. 

Mark Yahiro 

Mark Yahiro, president of Pulse Entertainment, is 
responsible for strategic partnerships, production 
services, product and technology marketing, new 
business opportunities, and setting the strategic 
vision for the company. Yahiro joined Pulse from 
Hitachi PC, where he was the vice president of 

Strategic Marketing and Business Development 
and helped launch the company. Prior to his time 
at Hitachi, Yahiro was the senior vice president of 
Marketing and Business Development for Velocity, 
where he spearheaded relationships with Mattel 
Media, 20th Century Fox and id software. 

Jeff Yates 

Jeff Yates is the director of software development 
for 3D applications with the Discreet division of 
Autodesk. Yates has worked in the 3D tools 
industry for over 12 years and at Discreet for the 
last four years. His background spans software 
development, marketing, product management, 
and a tour of duty in the game industry itself. His 
product focus in recent years has been exclusively 
on the game industry and its specific content 
creation needs. 


Greg Zeschuk founded BioWare with Ray Muzyka 
almost six years ago. During BioWare's growth 
from a wee single-project developer to a multiple- 
project studio, Zeschuk has functioned as joint 
CEO and co-executive producer along with Muzyka. 
While BioWare started as primarily a PC studio 
(developing such titles as Shattered Steel, Baldur's 
Gate, and Baldur's Gate II), it has recently 
completed its first multiplatform title, MDK 2. 
BioWare's future will involve a number of 
multiplatform titles in a variety of genres. 

Eric Zimmerman 

Eric Zimmerman is co-founder and lead game 
designer at gameLab, a New York City-based 
developer. His many game projects include the 
independent online hit Sissy Fight 2000, Bux , 
which won best audio at the 2000 GDC 
Independent Game Festival, and the critically 
acclaimed Gearheads. Zimmerman has lectured and 
published internationally on game design and is 
the director of Re: Play, a conference on game 
design and game culture. He holds adjunct 
professorships at New York University, Parsons 
School of Design, and MIT's Comparative Media 
Studies Program. 

Denis Zorin 

Denis Zorin is an assistant professor at the Courant 
Institute of Mathematical Sciences, New York 
University. He received a B.S. from the Moscow 
Institute of Physics and Technology, an M.S. in 
mathematics from Ohio State University, and a 
Ph.D. in computer science from the California 
Institute of Technology. In 1997-1998, he was a 
research associate at the Computer Science 
Department of Stanford University. His research 
interests include multiresolution modeling, the 
theory of subdivision, and applications of 
subdivision surfaces in computer graphics. He is 
also interested in perceptually-based computer 
graphics algorithms. 







exhibitor descriptions 

3Dlabs, Inc. 

480 Potrero Ave 

Sunnyvale, CA 94085 

Phone 408-530-4700 • Fax 408-530-4701 

Booth 1912 

3Dlabs is committed to delivering the most comprehensive 

family of professional 3D graphics products in the industry. 

By developing our own graphics processors, software drivers 

and award-winning Oxygen and Wildcat graphics cards, we 

are able to deliver a comprehensive range of professional 

end-user products that offer outstanding levels of 

performance, features and quality at every price point. 


921 Transport Way 
Petaluma, CA 94954 

Phone 707-769-5057 • Fax 707-773-1578 
www.3d metrics. com 
Booth 1920 

3Dmetrics is a small, dynamic, technology startup located in 
Petaluma, CA, just 35 miles north of San Francisco. It is a 
privately held company founded in 1999 with the mission of 
becoming the world standard in precision 3D imaging and 
measurement technology of live subjects. The company is 
committed to making 3D digital imaging as easy, as 
commonplace, as affordable and as useful as 2D imaging is 
today. 3Dmetrics patented 3DFIash! technology is absolutely 
unique for its speed, safety, scalability quality and most 
important, quality. 3DFIash! systems are used around the 
world by game developers, interactive entertainment 
producers, web developers, medical professionals, 
ecommerce companies, and law enforcement. 

3D Pipeline Corporation 

1250 Prospect St, Suite 100 
La Jolla, CA 92037 

Phone 858-551-5493 • Fax 858-551-5497 
Booth 1648 

3D Pipeline Corporation is a product development firm 
specializing in 3D simulations and applications. 3D Pipeline 
Corporation has built a reputation with projects like the 
Mitsubishi geometry engine, the popular glAnalyze reverse 
engineering tool, state of the art demos for IHVs, and 
OpenGL drivers. Contact Heather Walders at 858.456.1493 
ext. 10 for more information. 

HyperPipe is a groundbreaking 3D graphics engine, created 
to provide real time, interactive 3D modeling for high- 
performance visual simulations. Using optimized geometry 
and fill rate systems along with other features, it transcends 
existing graphics engines in quality, versatility, and 
elegance. G.I. Sim is an easy-to-use software system that 
inserts lifelike, animated 3D characters into your game or 
simulation. G.I. Sim characters move fluidly through 
hundreds of available actions and are compatible with most 
engine-driven simulations and games. 


100 Galleria Parkway, Suite 1170 

Atlanta, GA 30339 

Phone 770-612-1176 • Fax 770-612-0833 


Booth 1024 

3Q inc., a pioneer in 3-D human form technology for the 

electronic gaming industry, is enabling PC gamers, for the 

first time ever, to capture a 3-D image of their face, assemble 

a personalized game character and easily upload it into their 

favorite PC games. Visit Booth #1024 to receive your own 3-D 

virtual clone. Product 3Q inc., a pioneer in 3-D human form 

technology for the electronic gaming industry, announces 

the launch of 3Qlabs, a service which focuses exclusively on 

providing game developers with system solutions that 

address the productivity issues surrounding the digital 

recreation and animation of the 3-D human form. 

Absolute Quality, Inc. 

10720 Gilroy Rd 

Hunt Valley, MD 

Phone 410-568-2300 • Fax 410-891-0231 

Booth 1132 

Now powered by Exodus, Absolute Quality, Inc. is the world's 

largest provider of computer software testing services and 

technical support outsourcing solutions for software 

developers. Our multi-million dollar state-of-the-art testing 

and technical support facilities enable us to provide you with 

one solution for your software development and technical 

support requirements. 

Academy of Interactive Arts & Sciences (AIAS) 

10635 Santa Monica Blvd 

Los Angeles, CA 90025 

Phone 310-441-2280 • Fax 310-441-2285 

Booth 2022 

The Academy of Interactive Arts & Sciences is a non-profit 

professional membership organization dedicated to 

recognizing outstanding achievement in interactive 

entertainment. Stop by the AIAS Booth for your invitation to 

the 4th Annual Interactive Achievement Awards, to be held on 

Thursday, March 22 at Polly Esther's in San lose. 

95 Parker Street 
Newburyport, MA 01950 
Phone 978-499-0222 • Fax 978-499-0221 
Booth 1624, Inc. is a provider of Internet software 
products and services that enable the efficient delivery of 3D 
content over the Internet. Our comprehensive software 
platform is comprised of proprietary three-dimensional 
server software, browser and authoring tools. Users can 
create objects and structures in virtual worlds which other 
users can see and explore in real time product., Inc. offers a unique technology that 
allows thousands of simultaneous users to explore and build 
in 3D environments on the Internet in the same shared 
environment. Look for our newest release of version 3.1 in 
the coming weeks, which boasts programmable moving and 
rotary objects, light sources, and direct sound support 
including MP3. 

Advanced Micro Devices, Inc. 

One AMD Place 

Sunnyvale, CA 94088 

Phone 800-538-8450 • Fax 572-602-7400 

Booth 1308, Meeting Room 4419 

Advanced Micro Devices will be exhibiting a variety of content 

on many different platforms, offering training sessions from 

Digital Content Creation partners, presenting the latest 

information regarding technological initiatives, and offering 

everyone the chance to relax or show off their latest games 

and development tools in AMD's lounge area. 

AK Peters Ltd. 

63 South Avenue 

Natick, MA 01760 

Phone 508-655-9933 • Fax 508-655-5847 

Booth 2002 

Meet the authors of the best-selling book, Real-Time 

Rendering. Try you game-playing skill to win $50.00 in a 

(simultaneous) game of Dots and Boxes (strategy book 

available at Booth) against the author. Make sure you have 

the latest issues (and a subscription to) the journal of 

Graphics Tools. Check out new and classic titles like, Al for 

Games and Animation, Realistic Ray Tracing, Cloth Modeling 

and Animation, and more Talk to us about book and journal 

ideas. 20% meeting discount available. 

exhibitor descriptions 


Alias IWavefront 

210 King St. E. 
Toronto, Ontario Canada 
Phone 416-362-9181 • Fax 416-369-6140 
Booth 1318 

AliaslWavefront - Art to Engine 
Four out of the top five holiday PS2 titles were created 
using Maya®. AliaslWavefront will be at GDC Booth 
1318 showing you how and why the worlds leading 
developers of next generation games are using Maya to 
create the best selling titles on the market. Come by 
and hear customer testimonials and check out the 
latest on the Maya comprehensive game solution. 
AliaslWavefront - Art to Engine II 
Next-generation game developers will see the latest 
developments in AliaslWavefront's Maya® and Maya 
Real Time SDK at GDC, Booth 1318. The show marks 
the first-ever public preview of both Maya 4 as well as 
a new real-time authoring solution by AliaslWavefront. 
Maya gives games artists the power to deliver film- 
quality game content while real time authoring allows 
them to create and script interactive behaviors for their 
characters and levels. Both artwork and behaviors can 
then be quickly and accurately transferred into the Real 
Time-SDK where programmers can link them into their 
game code. 

AM Production MultiMedia 
Riihimakivej 6 

DK-9200 Aalborg SV Denmark 
Phone 45-9934-9800 • Fax 45-9934-9801 
Booth 421 

World leading researchers in acoustics have studied 
how our ears perceive sound in three dimension and 
subsequently created the most advanced non- 
individual HRTF-database. Utilizing this database we 
have developed the best HRTF 3D Positional Audio 
Engine to reproduce sound with true spatial 
information. Contact: CBDO Sven Vestergaard, 

Animation Magazine 

30101 Agoura Court, Suite 110 
Agoura Hills, CA 91301 
Booth 2003 

Animation Magazine is an international monthly trade 
magazine covering all areas of the animation industry. 
News coverage includes television animation, 
animated feature films, animation on the Internet, 
animated commercials, 3D animation, games and 
visual effects, opportunities and animation 
education. After 15 years in business, our readers 
number more than 100,000 in 68 countries. 


One Infinite Loop 
Cupertino, CA 95014 
Phone 408-996-1010 • 
EXPOSuite 126, Parkside Booth 226 
Apple ignited the personal computer revolution in the 
1970s with the Apple II and reinvented the personal 
computer in the 1980s with the Macintosh. Apple is 
committed to bringing the best personal computing 
experience to students, educators and creative 
professionals and consumers around the world 
through its innovative hardware, software and 
Internet offerings. 

Applied Microsystems Corporation 

5020 148th Avenue NE 

Redmond, WA 98052 

Phone 425-882-5609 • Fax 425-883-3049 

Booth 544 

Applied's Game Technology Division exclusively 

serves the interactive entertainment market, with a 

primary focus on supplying development tools and 

software analysis tools for console game platforms 

that include both Nintendo's GameCube and 

Microsoft's Xbox. 

Applied's DVD emulator, designed for the console 

game industry, replaces the target DVD drive with a 

hard disk, DVD mechanics emulation, DVD layout and 

mastering tools. Data that would normally be read 

from the DVD is translated to files on a hard disk on 

the game developer's computer. 


Imagine Games Group 




part of The Future Network pic. 

exhibitor descriptions 





Arcade Planet 

4430 Willow Road 

Pleasanton, CA 94588 

Phone 925-460-0873 • Fax 925-460-0365 

Booth 644 

Ascension Technology Corporation 

Po Box 527 
Burlington, VT 05402 
Phone 802-893-6657 • Fax 802-893-6659 
Booth 1530 

Ascension - the leading provider of motion-capture 
hardware in the world today - proudly presents the future of 
motion-capture at GDC '01. A visit to our Booth is a must if 
you need to quickly, easily and cost-effectively capture the 
natural motions of humans for animating game characters. 
In past exhibits, we've demonstrated how our MotionStar 
line of trackers enable animators to simultaneously capture 
the real-time motions of multiple performers without 
blocking problems or post-processing hassles. This year, 
we'll show you revolutionary new ways to capture motions. 
Don't miss this exhibit. 

ATI Technologies Inc. 

33 Commerce Valley Drive East 

Thornhill, Ontario 


Phone 905-882-2600 • Fax 905-882-2620 

Booth 1008 

Founded in 1985, ATI Technologies Inc. is the world's largest 

supplier of graphics, video and multimedia solutions for 

personal computer and MAC platforms. The pioneer, 

innovator and market leader in the graphics industry, ATI 

provides cutting-edge technologies for the PC, set-top box, 

e-appliance and game console markets. 


99 Palatine Road 

Manchester M20 3IQ 

Phone 44-(o) 161-448-1617 • Fax 44-(o) 161-448-1617 

Booth 1646 

bioVirtual specializes in technology for the creation of 

photorealistic, lip-synched, animatable 3D character models 

from photographs and artwork. We aim to establish our 

state-of-the-art software and methodology as the defacto 

standard for 3D people in security, scientific and 

entertainment applications. 

3DMeNow™ creates photorealistic, lip-synched, animatable 

3D models from photographs or artwork. You match the 

features on your 2D imagery with those on a generic 3D 

template. Then using bioVirtual's intelligent mesh, tweak the 

projected imagery in real-time 3D to quickly create 

professional quality, truly recognizable low-resolution game 

models or stunningly realistic, super-smooth hi-resolution 


Blender (Not a Number bv) 

van Eeghenstraat 84 

1071 Gl< Amsterdam, the Netherlands 

Phone 31-0-20-305-8250 • Fax 31-0-20-305-8251 

Booth 1710 

Not a Number (NaN) is the creator of the 3D modeling and 

animation freeware, Blender, that allows individuals and 

content development teams to realize their wildest creative 

ambitions from 2D and 3D images, to fully interactive 3D 

games. NaN is a member of the SCEI Tools and Middleware 

Program and is currently creating new versions of Blender 

for Mobile Internet-enabled devices and Server-based 


Blender 2.1-gameBlender 

Designed around a solid body dynamic simulation, in which 

all forces such as gravity, impacts from weapons, character 
interactions and collision detection are handled 
automatically, gameBlender will allow professional and 
amateur game designers and animators to create 
professional 3D content with our revolutionary and time- 
saving freeware. 

Charles River Media 

20 Downer Avenue, Suite 3 

Hingham, MA 02043 

Phone 781-740-0400 • Fax 781-740-8816 

Booth 1733 

Charles River Media publishes graphics and game 

development titles including Game Programming Gems, 

Designing 3D Games that Sell, and Awesome Game Creation: 

No Programming Required. Forthcoming titles include Game 

Programming Gems II, Infinite Game Universe: Mathematical 

Techniques, and Programming Dynamic Character Animation. 

Please stop by Booth 1733 and check out our titles! 


56 Camden Square, Camden, London, NWi 9XE, UK 
Phone 44-20-7419-2465 • Fax 44-20-7435-8007 
Booth 742 

CodePlay produce VectorC - the C compiler for game 
developers. Want your code to run faster? VectorC has a 
powerful optimizer that can take full advantage of the latest 
advances in processor design. Right now, VectorC can compile 
for Windows PCs with support for MMX, 3DN0W!, Streaming 
SIMD Extensions and Pentium 4. 

Color Kinetics Incorporated 

10 Milk Street, Suite 1100 

Boston, MA 02108 

Phone 617-423-9999 • Fax 617-423-9998 

Booth 415 

Step into the video game action with Color Kinetics at Booth 

#415. Immerse yourself in the game, and experience all the 

excitement, adventure and thrills with the radical new Surround 

Light system by Color Kinetics. Once you've experienced 

Surround Light, video gaming will never be the same! 

Color Kinetics takes video gaming to the next dimension with 

the unveiling of its radical new Surround Light system at Booth 

#415. With Surround Light, gamers can fully immerse 

themselves in the thrills and excitement of the game. Now 

game developers can easily integrate this cutting-edge 

technology with Color Kinetics Surround Light development kit. 

Computer Games 

120 Broadway, 22nd Floor 

New York, NY 10271 

Phone 212-894-3600 • Fax 212-962-6050 

Booth 2008 is the world's leading games resource 

comprised of the popular games content sites, Happy Puppy, 

Games Domain, Console Domain, and Computer Games 

Online; Computer Games Magazine, the 2nd largest 

magazine; Kids Domain, the 8th largest site for kids and 

parents; and Chips & Bits, the games superstore. 

Computer Graphics World/PennWell 

98 Spit Brook Road 

Nashua, NH 03062 

Phone 603-891-9425 • Fax 603-891-9492 

Booth 2005 

Computer Graphics World is the premier authority on 

innovative graphics, technology and applications. Each 

month, Computer Graphics World explores how leading-edge 

graphic techniques including 3D modeling, animation, and 

visualization are used in such applications as interactive 

entertainment, animation and special effects. Most recently, 

exhibitor descriptions 

Computer Graphics World was named best overall 
computing magazine by the Computer Press 
Association. Visit our Booth #2005 for a great game 
give away! 

Comverse Network Systems 

100 Quannapowitt Parkway 
Wakefield, MA 01880 
Phone 781-246-9000 • Fax 781-213-2318 

Comverse Network Systems seeks content partners 
for the Comverse Game Network. Comverse is the 
leading provider of enhanced services for wireless 
and wireline service providers. The services include: 
unified messaging; mobile Internet gateways; voice- 
controlled web portal and other natural-speech 
recognition-based services; Internet call waiting; 
and other personal communications services. 
Comverse Game Network is a new wireless service 
emphasizing exclusive content and developer- 
friendly tools for both voice-recognition and 
wireless-data games. The service builds upon 14- 
years experience creating telecommunications 
technologies, including unified messaging, voice- 
community, mobile commerce, and voice portals. 
Comverse's customers include over 350 wireless and 
wireline service providers worldwide. 

Content Republic 

3 Saint Peter's Street 

Islington Green, London Ni 8JD 


Tom Adler 

Booth 2006 

Content Republic, established over ten years with 

offices in London and San Francisco, is the publisher 

of market-leading business to business technology 

magazines and industry directories aimed at the 

digital content creation industries. Magazines 

include CGI Magazine, Design 4, C3 Magazine, 

Creation Magazine, Broadband Magazine and Pact 


Design4 is a publication for the reader, meaning the 

emphasis is more tutorials and education rather 

than news and reviews. Design4 is an educational 

publication for the computer game enthusiast using 

Discreet products in their production. The 

educational emphasis is on real-world techniques 

for developing graphics and animation for computer 

games. The Design4 mission is to serve the 

community, striving to meet its need for Discreet 

product education, as well as insight to new tools 

that will help streamline their production. We let the 

readers tell us what they want and we do our best to 

answer their needs. 

Control Zone Interactive Inc. 

#103 980 West 1st Street 

North Vancouver, BC Canada V7P 3N4 

Phone 604-924-9530 X21 • Fax 604-924-9531 

Booth 2028 

Control Zone Interactive Inc. produces "Keyboard 

Control Covers" that make PC games more 

accessible and immediately playable. Their covers 

help introduce new gamers to a PC game. The soft 

tactile covers, with highly detailed text and 

graphics, allow the player to enjoy the game without 

flipping through game manuals or templates to find 

key commands. 

Control Zone Interactive Inc. is introducing their 

"Playmate®, Keyboard Control Cover" that makes 

PC games more accessible and immediately 

playable. Their Playmate is a soft tactile cover, with 

highly detailed text and graphics on a proprietary 

form fitting keyboard mold that allows the player to 
enjoy the game without flipping through game 
manuals or templates to find key commands. 

Creative Labs, Inc. 

1901 McCarthy Boulevard 

Milpitas, CA 95035 

Phone 408-428-6600 • Fax 408-432-6717 

Booth 628 

Creative is the worldwide leader in digital 

entertainment products for the personal computer 

and the Internet. Famous for its Sound Blaster and 

for launching the multimedia revolution. Creative is 

now driving digital entertainment through its 

innovative hardware, proprietary technology, 

applications and services. Creative will feature Open 

AL, the new 3D audio API that provides true cross 

platform compatibility, at GDC. 

Criterion Software 

Westbury Court 


Guildford, GU2 4YZ.UK 

Phone 44-0 -483-406233 • Fax 44-0-1483-406211 

USA Phone 512-322-3986 

Booth 818 

Criterion Software will be demonstrating for the first 

time the "RenderWare® Platform", Criterion's new 

multi-platform middleware toolkit for games 

development. The RenderWare Platform is a suite of 

tightly integrated middleware components including 

2D & 3D graphics, Audio and Physics. Criterion's 

major customers include Activision, DMA Design, 

Interplay, Konami, Midway, Sierra-Online, THQ and 


The "RenderWare® Platform" is Criterion's new game 

development middleware toolkit. Engineered to 

reduce the pain of developing cutting edge games it 

empowers developers by allowing them to focus on 

gameplay rather than on technology. The 

"RenderWare Platform" is a suite of tightly integrated 

middleware components including 2D 81 3D graphics, 

Audio and Physics. Criterion's major customers 

include Activision, DMA Design, Interplay, Konami, 

Midway, Sierra-Online, THQ and Ubisoft. 

Daily Radar 

150 North Hill Drive 

Brisbane, CA 94005 

Phone 415-468-4684 • 

Booth 1902 

Daily Radar is Imagine Media's flagship online 

publication for the plugged-in generation. Covering 

video games, movies, television and DVD 

enthusiasm, Daily Radar is the Web's most important 

site for diehard consumers of converging digital 

entertainment. Launched in October of 1999, the site 

serves over 1.6 million unique readers per month. 

Deluxe Digital Services 

11150 Santa Monica Blvd #700 
Los Angeles, CA 90025 
Phone 310-235-3301 • 
Booth 448 

Deluxe Digital Services is a leading DVD Authoring 
and Replication facility located in Carson, California. 
Geared to meet the unique needs of the Game 
Developer, Deluxe's DVD authors are also 
programmers, and can execute even the most 
complicated pre-mastering requirements. As for 
DVD replication, Deluxe ISO certified facility can 
manufacture over 1 million DVD's per month. Take 
your game further, take it to DVD. Full service DVD 
authoring, compression & replication. 


Diamond House 

179 Lower Richmond Road 

Richmond Surrey TW9 4LN 

United Kingdom 

Phone 44-2083920675 • Fax 44-2088788916 

Booth 1726 

Digimation, Inc. 

107 Mallard St, Suite D 

St. Rose, LA 70087 

Phone 504-468-7898 • Fax 504-468-5494 

Booth 1635 

Digimation, Inc., Discreet's preferred plug-in 

publisher for 3ds max™, is pleased to bring you the 

latest in digital animation tools for use by graphic 

professionals. Our featured products include the 

latest releases of Bones Pro and Phoenix, along with 

new plug-ins TerraScape, Flatten and Cluster-O- 


Digimation releases new plug-ins for the 3ds max 

community! TerraScape is a completely grid-based, 

high performance tileable terrain generation system 

that allows users to quickly create entire 

landscapes. Bones Pro 3 expands our popular 

skeletal deformation tool with the advanced tools 

MetaBones and ParaBones to further refine the 

deformation process. 


1814 Franklin St. 
Oakland, CA 94612 

Phone 510-208-4300 • Fax 510-451-0666 
Booth 428 

DigiScents, the pioneer of digital scent technology, 
will be demonstrating the iSmell™, a PC peripheral 
device that emits scents along with interactive 
games, for a lifelike, truly immersive experience. 
With iSmell digital scent technology, users also will 
be able to enjoy scented Web sites, e-mail, movies, 
music, and online shopping. Product DigiScents 
presents a new channel of communication to game 
developers: Smell! We'll be demonstrating the 
iSmell™ device, a PC peripheral that emits scents 
corresponding with worlds, entities, and prizes. 
Take your games to the next level of immersion with 
our ScentWare™ SDK v. 2.0, in two flavors: Java and 

Digital Immersion 

1360 Kelly Lake Road 

Sudbury, Ontario P3E 5P4 Canada 

Phone 705-522-7991 • Fax 705-522-0709 

Booth 1910 

Digital Immersion develops the much-anticipated 

3D modeling, animation, and rendering software, 

Merlin 3D. New is the Nav 3D real-time motion 

controller to be used with Merlin 3D or other 

popular 3D software for the ultimate real-time 3D 

experience in every direction possible. 

Disc Makers 

7905 N. Rt. 130 

Pennsauken, N) 08110 

Phone 800-237-6666 • Fax 856-661-3450 • 

Booth 1634 

Disc Makers is CD-ROM and DVD manufacturing 

made easy. We offer replication, print, and 

packaging solutions, including the innovative 

CardDisc! We have the packaging and authoring 

services to fit any project. Disc Makers also has 

an extensive selection of CD-R duplicators and 


exhibitor descri 









printers to take your CD duplication in-house. Call today for 
a FREE catalog. 


10 Duke Street 
Montreal, QC 
H3C 2L7, Canada 

Phone 514-393-1616 • Fax 514-393-0110 

Booth 1328, Meeting Room 4422 & 4424 
Welcome to Discreet. We make tools that let you make 
magic. Now, more than ever before, Discreet is pioneering 
digital content creation, effects, editing and 3D applications 
for post-production, broadcast, games & animation and the 
web. With our tools and your talent you can create once and 
use anywhere, from start to finish, ONSCREEN ONAIR 
ONLINETM. We can't wait to show you all the new things you 
can do. Discreetly.3ds max is a unified object oriented 
modeling, animation and rendering software solution 
designed specifically for visual effects, character animation 
and next generation gaming. 3d studio max is a fully 
interactive 3d environment that is completely animatable, 
customizable and extensible, allowing for complete artistic 
freedom for the creative process. gMAX is a focused, game 
development hybrid of 3ds max 4 that Discreet will release 
to the public for free. Game companies will be able to license 
gMAX development code, enabling them to create and 
distribute "Game Packs" so game players can create, modify, 
and swap customized game content. This will assist game 
developers build online game communities that extends the 
life of their titles. 

Dolby Laboratories 

100 Potrero Ave 

San Francisco, CA 94103 

Phone 415-645-5000 • Fax 415-645-4001 

Booth 1510 

Dolby Laboratories is the developer of signal processing 

systems used worldwide in applications that include motion 

picture sound, consumer entertainment products and media, 

broadcasting, and music recording. Based in San Francisco 

with European headquarters in England, the company also has 

offices in New York, Los Angeles, Shanghai, Beijing, and Tokyo. 

Dolby Laboratories' Virtual Incubator Program (VIP) is 
designed to promote audio excellence in games incorporating 
Dolby Surround and Dolby Digital technology. Dolby provides 
helpful materials to game developers, including talent and 
resource information, marketing support, and equipment data. 
Dolby has established its technologies on all game platforms. 


i63oZanker Road 
San jose, CA 95112 
Phone 408-961-4600 
Booth 838 

ELSA is one of the leading providers of Internet access and 
computer graphics solutions for the PC. ELSA was founded in 
1980 in Aachen, Germany and today has more than 600 
employees worldwide. The company's full-line of both 
consumer and professional graphics accelerators includes the 
ELSA Gloria, ELSA Synergy and ELSA Gladiac series. 
ELSA provides the critical tools needed not only to design 
games but to play them too. Whether you're developing a 
complicated assembly model, animating the next blockbuster 
movie or creating worlds for the hottest game of the season, 
ELSA Gloria III is the professional performance tool you want 
on the job. 

Ensemble Studios 

10440 N. Central Expwy. 

Dallas, TX 75231 

Phone 214-378-6868 • Fax 214-378-6464 

Meeting Room 4401, Parkside Booth 327 

Ensemble Studios® is a premier developer of entertainment 

software. The release of the blockbuster products in the Age of 
Empires™ series established Ensemble Studios as one of the 
world's most popular and respected game developers. 
Ensemble Studios is currently working on titles that will set 
new standards for PC, console, and on-line entertainment. 
Ensemble Studios® is a premier developer of entertainment 
software. The release of the blockbuster products in the Age of 
Empires™ series established Ensemble Studios as one of the 
world's most popular and respected game developers. 
Ensemble Studios is currently working on titles that will set 
new standards for PC, console, and on-line entertainment. 

Epic Games Inc. 

5511 Capital Center Drive, Suite 675 
Raleigh, NC 27606 

Phone 919-854-0070 • Fax 919-854-0055 
EXPOSuite 134 

Epic Games Inc. will use its Exposuite for private 
demonstrations of the latest version of its Unreal Engine 
technology. The Unreal Engine is a state-of-the-art cross- 
platform complete 3D game development engine for creating 
games, in a wide variety of genres, intended for PC, 
PlayStation 2 and Xbox. Show floor demonstrations of the 
Unreal Engine will also be featured in the developer section 
of the Intel Booth. 

ESS Technology 

48401 Fremont Blvd. 
Fremont, CA 94538 

Phone 510-492-1088 • Fax 510-492-1098 
Booth 1639 

ESS Technology presents its latest PCI audio chip, the 
Canyon 3D-2™ (ES1992). The new product, launched at 
COMDEX/Fall 2000 in Las Vegas, is targeted at desktop and 
notebook computer users at all experience levels. The silicon 
solution delivers an affordable, high-performance, digital- 
quality audio experience for video games, audio files, CD- 
and DVD-ROMs, and software applications with sound 
effects. Other products from ESS Technology include chips 
for broadband communications, DVD players, set-top boxes, 
TV browsers, smart consumer appliances, and PC-appliance 
networking. ESS Technology's subsidiary,™, 
provides advanced, easy-to-use products and applications 
for the Internet. 

ESS Technology announces its latest PCI audio chip, 
theCanyon3D-ll™ 4-Channel PCI Audio Solution. The Canyon 
3D-II provides personal computer and notebook users with 
the most affordable, high-performance digital audio 
experience available on the market today. Based on the 
capabilities of the successful Canyon 3D™, this highly 
integrated, 4-channel single chip PCI audio solution features 
bass and treble adjustment capabilities, hardware equalizer, 
and environmental controls, as well as digital support for 
Dolby® and THX® surround-sound formats. The Canyon 3D- 
II also offers multi-speaker positioning and three- 
dimensional placement to deliver the ultimate dimension in 
sound functionality. The new chip will be offered in card and 
motherboard configurations. 

Essential Reality LLC 

253 W 28th street 

New York, NY 10001 

Phone 212-244-3200 • Fax 212-244-9550 

Booth 423 

Essential Reality LLC is a developer of 3D peripheral devices 

which change the way you interact with your computers and 

gaming consoles. Essential Reality's first product is P5™, a 

3D hand peripheral makes playing and developing games 

easy and intuitive. Now, you are in the game! 

Essential Reality LLC presents P5™! P5™ is a 3D hand 
peripheral that will radically change the way you play and 
develop games. A mouse only gives you 2D input, but P5™ 
gives you full 3D input. Now, you are in the game! Come by 
for a demonstration and cool giveaways. 

exhibitor descriptions 

Eyetronics, Inc. 

Kapeldreef 60 
3001 Heverlee 

Phone 32-16-298309 • Fax 32-16-298319 
Booth 1338 

Eyetronics was established in February 1998 in 
Leuven, Belgium. Specializing in 3D acquisition 
technologies, Eyetronics offers solutions ranging from 
consumer-oriented products (e.g. low-cost sculptures 
of people), to high-end special effects for the movie 
industry. With Eyetronics software, realistic 3D 
models are no longer the sole privilege of large 
studios. Now there's a way to capture and create great 
3D models anytime, anywhere, on a limited budget. 
The Eyetronics 3D scanning solution offers an 
alternative to modeling, digitizing or laser scanning. 
ShapeSnatcher 3.0, the company's newest version, is 
more user-friendly than ever. It offers new features 
and improvements that will result in greater accuracy 
and image quality, as well as reduced processing time 
when dealing with high-resolution texture images. 


Arkadiankatu 2, Po Box 908 
Helsinki Finland 00100 
Phone 358-0-204-695-232 
Fax 358-0-204-695-543 
Booth 2013, Meeting Room 4417 

Game Week 

64 Danburry Rd, Ste 500 
Wilton, CT 06897 

Phone 203-761-6183 • Fax 203-761-6184 
Booth 2004 

Formerly known as GameWeek Magazine, re- 
launched, re-designed, and re-focused, ie Magazine is 
the $7.2 billion Interactive Entertainment industry's 
leading trade information resource. The publication 
directly effects the channel, specifically, as it is 
written primarily for retail executives as an 
educational tool - effecting sell-to at the 
purchasing/merchandising level, and sell-through at 
the store level. Additional professional categories of 
consequence include: software 
manufacturers/publishers, distributors, developers, 
marketers, financial analysts, venture capitalists, and 
human resource recruiters. 

GameSpy Industries 

18002 Skypark Circle 
Irvine, CA 92614 

Phone 949-798-4200 • Fax 949-798-4299 • 
Booth 1732 

GameSpy Industries creates the tools and technology 
that people use to communicate and play games 
online. Over 6 million gamers use our GameSpy Arcade 
and GameSpy 3D software to find multiplayer gaming 
action on the Internet, and the company's network of 
websites is at the center of the PC-gaming community. 
GameSpy Arcade ( is a next- 
generation gaming environment that enables gamers 
to locate and launch online multiplayer sessions in 
more than 180 games, ranging from chess and checkers 
to real-time strategy and action games. Already 
recognized as the Internet's most comprehensive 
multiplayer gaming application, GameSpy Arcade has 
been used more than seven million times by fans in 
less than eight months. 

Giant Studios 

2160 Hills Avenue, Suite A 

Atlanta, GA 30318 

Phone 404-357-1999 • Fax 404-367-8485 

Booth 746 

Giant Studios is motion capture developer with 

studios in Atlanta and Santa Monica. We have 

business tracks in animation, visual effects and 

motion science. Giant was formed around a 

proprietary motion capture technology called Motion 

Reality, developed by our engineering team. It is a 

revolutionary technology several years ahead of our 



531 Howard Street, 2nd Fl 

San Francisco, CA 94105 

Phone 415 227-4770 • 

Booth 2010, Meeting Room 4420 

Gigex is the leader in Internet launch and distribution 

of game demos and trailers. Gigex includes 

distribution to over 120 million end users on over 70 

leading websites, guaranteed delivery, servers, 

bandwidth, product tracking and performance 

metrics, customer acquisition and follow up services., Inc. 

2188 West Atlantic Avenue 

Delray Beach, FL 33445 

Phone 888-586-2255 • 

Booth 1814 

We're hosting an OPEN MEETING SPACE. Come by, 

have a drink on us and hang with your friends or have 

a mini meeting. Plus, more surprises at the Booth! We 

are an online game industry magazine written by 

industry professionals with regular features for 

Programmers, Artists, Game Designers, etc. 

Gravis (Kensington) 

2855 Campus Drive 

San Mateo, CA, 94403 

Phone 650-572-2700 • Fax 650-572-9675 

Booth 1232 

Gravis will be showcasing the "World's FIRST Force 

Feedback GamePad," the all new Xterminator Force. 

The Xterminator Force is the next evolution of the 

already awesome Xterminator Digital GamePad. If you 

have any questions, feel free to call Justin Cooney at 



5505 St. Laurent Blvd, Suite 4204 
Montreal, Quebec, Canada H2T 1S6 
Phone 514-279-9960 • Fax 514-279-2191 
Booth 938 

Guillemot designs and manufactures PC and console 
hardware and accessories under the brands Hercules 
for image, video and sound products and Thrustmaster 
for accessories. Currently present in 14 countries, 
Guillemot markets its accessories with Ferrari®, Top 
Gun™, NASCAR® and US Air Force licenses. Guillemot 
Corporation's goal is to be among the top first three 
manufacturers in the world in this field by 2003. 
Make sure to drop by Guillemot's Booth to check out 
its complete line of hardware and accessories. The 
latest Hercules graphics card will be exhibited along 
side its latest audio offerings: the Muse II and the 
Fortissimo II. Thrustmaster's full line of PC 
accessories will also be on display. 


599 Lytton Ave, Suite A 

Palo Alto, CA 94301 

Phone 650-322-2332 • Fax 650-322-2240 

Booth 844, Meeting Room 4405 

Havok develops real-time physics applications for 

game developers including rigid bodies, soft bodies, 

cloth, fluids, particles and rope. Havok will save you 

time and money while enabling you to create games 

with amazing levels of interactivity and dynamic 


Havok Hardcore is a new physics engine from Havok 
incorporating rigid bodies, constraints, cars and 
ragdolls. It ships for the PC, PS2 and Xbox and an 
upgrade path to the full Havok SDK is available. 

3945 Freedom Circle, Suite 300 
Santa Clara, CA 95054 
Phone 408-987-8900 • Fax 408-987-8918 
Booth 1546 

Hellobrain's Intellectual Capital Exchange is a web- 
based marketplace that helps accelerate hi-tech 
product development by connecting buyers with 
development needs to developers with solutions. 
Developers can collaborate in real time by using 
HelloBrain's empathic validation tool-BrainScope™. 
Registering and posting a project is Free! Try it today. 

hOuse of mOves 

5318 McConnell Avenue 

Los Angeles, CA 90066 

Phone 310-306-6131 • Fax 310-306-1351 

Booth 841 

hOuse of mOves is the largest independent motion 

capture service provider in the world. Headquartered 

in L.A., HoM also provides off the shelf and custom 

software solutions. Our team of 25+ motion capture 

specialists is prepared to meet the demands of your 

next project. 

HoM's Dominatrix plug-in for Maya 3.0 (NT/Win2K) 

imports Acclaim, C3D, TRC and HTR formats giving 

animators the ability to combine IK and mocap data 

for unparalleled control and rescaling capabilities. A 

15-day trial is available by sending email to Once the trial is over, the 

plug-in reverts to a free import utility. 

i3 Dimensions 

Suite 1202 750 West Pender St 
Vancouver, B.C. V6C2T8 
Phone 669-9973 • Fax 669-9972 
Meeting Room 4426 

i3 Dimensions is a developer of graphics technology 
and software toolkits for interactive 3Dimensional 
graphics. The patent pending Pixel3 technology adds 
a new dimension to interactive 3D visualization for 
medical, game, e-commerce and CAD applications on 
the internet and/or PCs. Currently, in order to render 
realtime 3D images, a graphics accelerator or a high- 
end workstation is required. 

i3 Dimensions' Pixel3 technology removes the 
requirement for raster processing, floating-point 
arithmetic and polygon surfaces in the rendering of 
3D objects. The toolkit enables faster and more 
flexible production of 3D images of a higher quality 
and functionality, all at an overall lower cost than 
traditional methods. 


exhibitor descriptions 




908 King St 

Alexandria, VA 22314 

Phone 703-684-8212 • Fax 703-684-8944 

Booth 1737 

iCommunicate enables integrated user support - anytime, 

anywhere, and over any device. Requiring no hardware, 

software or IT expertise, iCommunicate enables adopters of 

its technology to immediately begin offering self-service 

help, interactive support, case tracking, knowledge base 

access and live chat, independent of a user's browser 

platform. iCommunicate's personalized service and support 

solutions measurably increase revenue while easily 

integrating with existing technology. 

ID8 Media, Inc. 

2070 Allston Way, Suite 3 
Berkeley, CA 94704 

Phone 888-662-7238 • Fax 510-649-4730 
Booth 1640 

ID8 Media, Inc. is a leading solutions provider and developer 
to the 3D design and visualization industries. We specialize 
in providing our clients with the best tools, services, and 
training in the advertising, gaming and architectural fields. 
We support and integrate leading 3D applications, including 
3ds max 4, power plug-ins, workstations and servers. 
3ds max 4, is the latest version of its award-winning 3D 
modeling, animation, and rendering program. 3ds max 4 
delivers the most efficient and creative workflow for 
character animation, next-generation game development 
and cutting edge visual effects production. 

ImaginOn, Inc. 

1313 Laurel Street 

San Carlos, CA 94070 

Phone 650-596-9300 • Fax 650-596-9350 

Booth 2012 

ImaginAuthor is a PC-based authoring tool for creating 

interactive TV entertainment and informational products. 

ImaginAuthor supports seamless multi-way branching of 

digital video, at 30 frames per second. Make web pages pop 

up immediately from embedded links. Titles created with 

ImaginAuthor will play on PC's, Macs, Unix-based servers 

and Sony PlayStation®2. 

Immersion Corporation 

801 Fox Lane 
San Jose, CA 95131 

Phone 408-467-1900 • Fax 408-467-1901 
Booth 528 

Immersion's TouchSense™ technology makes computer and 
console games of all kinds more compelling by delivering 
force feedback through the player's mouse, joystick, game 
pad, or steering wheel. TouchSense sensations are authored 
into over 250 game titles and built into gaming peripherals 
by the world's leading hardware peripheral manufacturers. 
Come and see the latest tools and libraries for developing 
force feedback games and applications. Watch our exciting 
theatre presentation where you'll see first-hand the 
development of touch effects for games, desktop and web 
applications. Stop by our booth and experience force 
feedback on the newest game titles including Black and 
White using the latest tactile feedback mice, game pads, 
joysticks and steering wheels powered by Immersion's 
TouchSense architecture. 

indiagames Ltd. 

4-A, Diamond House, 35th Road, Off Linking Road, 

Bandra (West) 

Mumbai (Bombay) 

Maharashtra, India 400 050 

Phone 91-22649-6712 • Fax 91-22649-8756 

Indiagames is a games development company that develops 

games for the Internet, CD-ROMs, broadband, kiosks and 

handhelds. Indiagames is going to display its skill sets on 

gaming at its stall and is looking at companies with which it 

can have strategic relationships as far as games 

development out-sourcing is concerned 

InMotion Systems 

3002 Dow Ave, Suite 414 

Tustin, CA 92780 

Phone 714-505-4574 • Fax 714-505-9493 

Booth 1743 

InMotion Systems is the only company to focus exclusively 

InMotion capture using optical markers and inertial/Sonic 

motion tracking sensors. Both systems provide real-time 



3530, St-Laurent Blvd, Suite 303 

Montreal, Quebec Canada H2X 2V1 

Phone 514-284-1101 • Fax 514-284-1108 

Booth 1906 

InSpeck inc. will be presenting its 3D digitizers and modeling 

software. LIVE demonstrations will include how to quickly 

integrate a person's image into a game and/or animation! 

Visitors will see how InSpeck's products can accelerate their 

company's workflow thus increasing their productivity. 

IntegrityWare, Inc. 

13064 Trail Dust Ave. 

San Diego, CA 92129 

Phone 858-538-3800 • Fax 858-538-3800 

Booth 1739 

POPLib is a topology-based Polygon Optimization Library 

which enables users to select from a variety of tessellation 

criteria to produce polygons which are optimized for various 

applications. POPLib utilizes underlying geometric and 

topological information to produce a minimal number of 

polygons in a process known as "Polygon Optimization." 

POPLib produces "Crack-Free" polygonal meshes for 

connected sets of trimmed surfaces or solids at all 

tessellation tolerances. The performance of POPLib makes it 

suitable for highly interactive applications. POPLib also 

contains tools to edit, measure, and query polygons. 

Intel Corporation 

2200 Mission College Blvd 

Santa Clara, CA 95054 

Phone 408-765-8080 • 

Booth 1120 

For more than three decades, Intel Corporation has 

developed technology enabling the computer and Internet 

revolutions that have changed the world. Intel, the world's 

largest chip maker, is also a leading manufacturer of 

computer, networking and communications products. 

Introducing the Intel® Pentium® 4 processor. Advanced 

technology for the Internet and beyond. The Pentium® 4 

processor takes PC gaming to an amazing new level with its 

boost in performance and capability. Higher polygon counts 

and an improved floating point technology intensify 3D 

environments and create lifelike movement. 

exhibitor descriptions 



73 Second Ave 

Burlington, MA 01803 

Phone 781-270-0090 

Fax 781-229-8995 

Booth 1540 

InterSense helps Game Developers create the 

most radical gaming experience ever - Immersive 

3D Gaming! InterSense's Game Developer's Kit 

brings smooth orientation tracking and jitter-free 

viewing to your game. Try out the latest in motion 

tracked wearable displays and see for yourself 

what a difference immersive gaming makes. 

Into Networks 

150 Cambridge Park Drive 
Cambridge, MA 02140 
Phone 617-575-1000 • Fax 617-575-1001 
Booth 926 

Into Networks is the pioneer and leader in 
streaming software on the Internet. Into's market- 
proven solution is licensed to the leading web 
sites, Internet service providers and software 
publishers to power an exciting new rich content 
experience for their users. 
The IntoMedia™ streaming platform is currently 
deployed in more than 200 markets, passing more 
than 53 million homes and reaching more than 3 
million broadband subscribers worldwide. 
Headquartered in Cambridge, MA, Into Networks 
employs 140 full-time employees. 

Intrinsic Graphics 

1340 Space Park Way 
Mountain View, CA 94043 
Phone 650-966-6800 • Fax 650-966-6900 
Booth 1826, EXPOSuite 123 
Intrinsic Graphics was founded with the mission to 
create a fast, easy to use game development 
platform to enable developers to deliver great 
games across multiple systems. Based in Silicon 
Valley, Intrinsic Graphics is a start-up company 
created by computer graphics veterans whose 
prior work defines today's state of the art in high- 
end graphics software. The company's first 
product, Intrinsic Alchemy™, is a high- 
performance development and run-time 
environment for interactive real-time graphics on 
next generation game consoles, TV set-top boxes 
and personal computer systems. 
Intrinsic Alchemy™ is a high performance game 
development platform that enables developers to 
deliver great games across multiple systems- 
better and faster than ever before. Unlike a game 
engine that's limited by its architecture, Intrinsic 
Alchemy's™ graphics environment provides the 
essential infrastructure for publishing high- 
performance, interactive graphics content on 
everything from game consoles to personal 
computers, advanced TV set-top boxes and future 
generation handheld devices. It enables peak 
performance and optimization. Simply put, we've 
built the foundation that makes your job easier. 

Iomega Corporation 

1821 West Iomega Way 

Roy, UT 84067 

Phone 801-332-1000 • Fax 801-332-3811 

Booth 1802 

Iomega Corporation, a global leader in data 

management solutions. Playstation® 2 

middleware licensee for removable storage. Zip® 

100 and 250 Mb drives and removable media. 

Pocket Zip® 40 Mb drives and removable media. 

Peerless® 5Gb, 10Gb & 20Gb drives and 

removable media. 

Jim Henson Interactive 

1416 North La Brea Avenue 
Hollywood, CA 90028 
Phone 323-802-1500 • Fax 323-802-1830 
Booth 747 

Henson Digital Performance Studio is the patented 
performance animation technology based on 
award-winning control systems that bring any CG 
character to life in real time. Platform-independent 
and resolution-independent, HDPS integrates with 
many off-the-shelf graphics and animation 
programs. HDPS offers directable and 
spontaneous performance with control over an 
infinite range of character expression. The system 
is available for live events and promotions, 
television, online, as well as game systems. 


4428 St Laurent, Ste 300 

Montreal, Quebec H2W 1Z5 

Phone 514-842-8446 • Fax 514-842-4239 

Meeting Room 4416 

Kaydara provides real-time tools for the 

acquisition, animation, and delivery of real-time 

3D games characters. Kaydara FiLMBOX, a suite of 

interactive motion capture, character animation, 

and re-targeting tools, compliments existing 

software (such as 3D Studio Max, Lightwave, 

Softimage, and Maya) - to significantly increase 

character throughput and accelerate games 


Learning Machines Corp. 

540 Weddell Drive, Suite 6 

Sunnyvale, CA 94089 

Phone 408-745-1005 • Fax 408-745-1007 

Booth 2024 

Learning Machines Corp. is a Silicon Valley start-up 

whose specialty is real time 3D animation synthesis 

based on physics simulation, artificial intelligence 

(Al) and advanced computational geometry. 

Learning Machines' mission is to help game 

developers create rich, realistic and seamlessly 

interactive animations at minimum cost. 

NOMAD is a real-time animation synthesis engine 
based-on simulation, Al and computational 
geometry. NOMAD can be used to animate a 
variety of characters and objects, including 
humanoid bipeds, quadrupeds, hexapods, birds, 
cars and simple rigid bodies. Animation characters 
designed with NOMAD not only obey the laws of 
physics, but also demonstrate voluntary, adaptive 
goal-oriented behaviors. 


1600 Perimeter Park Drive Suite 400 
Morrisville, NC 27560 
Phone 919-371-5477 • Fax 919-371-1040 
Booth 1726 

LIPSinc changes the face of communication, 
commerce and entertainment by delivering the 
premier automated solutions for interactive 
animated characters in the digital world. 
Interactive characters powered by LIPSinc's 
integrated solutions allow users to achieve an 
unprecedented level of automated facial 
animation, customization, personalization and 
market differentiation. The Company's unique 
technology offers the first and only totally 
automated facial animation and lip synching 
solution, blending facial animation with speech 
analysis. This technology makes creating high 
impact rich media easy and affordable. 
LIPSinc's new product HeadFone™ the next 
generation of online chat and instant messaging. 
HeadPhone incorporates a new audio/visual 
approach to online communication that uses the 
human voice to automatically power real-time 
interation across the internet through digital 

LithTech, Inc. 

10516 NE 37th Circle 

Kirkland, WA 98033 

Phone 425-739-1592 • Fax 425-827-3901 

Booth 522 

The LithTech Development System (LTDS) is a 

complete technology and tool set that minimizes 

the technological and financial burdens of 

developing games for the PC, Sony PlayStation®2, 

and Microsoft Xbox®. The LTDS presents your team 

with robust technology as well as the flexibility to 

design a wide variety of games in all genres. 


6505 Kaiser Drive 

Fremont, CA 94555 

Phone 510-795-8500 • 

Booth 1016 

Logitech will showcase the newest members of its 

WingMan® line of PC game controllers and for the 

first time its new console controllers. Specifically, 

the WingMan RumblePad, Strike Force 3D, and 

Formula Force GP controllers, along with our 

gamepad for the NUON DVD platform and 

additional force feedback products, will be 


Joining the Logitech GDC line-up for the first time 

are the new WingMan® family of force feedback 

products for PC, which add an incredibly realistic 

experience, the new NUON gamepad, which 

enables gameplay on NUON-enhanced DVD 

systems and additional products that compliment 

the Logitech brand name. 


exhibitor descriptions 


LuraTech, Inc. 

1030 Curtis Street, Suite 201 
Menlo Park, CA 94025 
Phone 650-326-8829 • Fax 650-473-4898 
Booth 1645 

LuraTech will present LuraWave, a lossless to lossy, scalable, 
multiresolution proprietary image format which represents 
image data using wavelets. Large image files can be 
compressed to less than 2 percent of its original file size 
using LuraWave. LuraWave performs both lossless and 
minimally-lossy compression within the same mode and is 
suitable for usage in texture compression in 3D animation 
applications and other image-intensive multimedia 
programs. Unique features of LuraWave include: progressive 
image download, image password protection, region-of- 
interest compression, control of compression rate, and 
control of decompression quantity. Its flexibility makes 
LuraWave suitable for usage in 3D animation applications, 
image-intensive multimedia programs, and image- 
supporting wireless devices. 

Macromedia Inc. 

600 Townsend Street 
San Francisco, CA 94103 
Phone 415-252-2000 • Fax 415-626-0554 
Booth 1914 

Macromedia is passionate about what the web can be. 
Macromedia delivers award-winning products and solutions 
for creating engaging and effective next-generation web 
sites. Professional web developers turn to Macromedia to 
speed their web site deployment and create rich, engaging, 
and personalized web experiences. Developers and 
designers use and integrate Macromedia Director, 
Dreamweaver, Dreamweaver UltraDev, Fireworks, Flash, 
FreeHand, Generator, and Shockwave to build high-impact, 
automated, interactive sites that deliver motion, sound, 
graphics, and rich media. Enterprises capitalize upon 
Macromedia web solutions, based on the Dreamweaver 
platform, to strategically manage increasingly complex web 
applications, analyze results and, most importantly, 
generate measurable returns on investment. And the 
Macromedia Flash and Shockwave Players display the power 
of the web to hundreds of millions of consumers, by 
desktop, laptop, and even hand-held wireless devices. 
The Intel Internet 3D Graphics-enhanced Shockwave Player 
will enable the next generation of bandwidth-friendly, high 
quality interactive games, engaging entertainment, and 
more intuitive online shopping. Get a peek under the hood of 
the new player before it is released and see some of the 
exciting benefits that the player will bring to your users and 

Mad Catz 

11487 Woodside Ave. 

Santee, CA 92017 

Phone 800-831-1442 • Fax 800-831-1442 

Booth 1238 

Mad Catz develops, manufactures, and markets innovative 

gaming accessories for all consoles. Check out the Mad Catz 

exclusive Panther products for PlayStation 2, Dreamcast and 

PC! Contact Matt Bennion, for more 


Mad Catz is bringing its exclusive Panther line to PS2! The 
Panther PX joins the ranks with the Panther XL Pro and 
Panther DC. The Panther line uses a joystick/trackball 
combination to control the growing first and third person 

Maryland Dept. of Business & Economic Development 

217 East Redwood St, 12th Floor 
Baltimore, MD 21202 
Phone 410-767-0994 or 888-CHOOSEMD 
Fax 410-333-6792 
Booth 2018, Parkside Booth 400 
Maryland, home to some of the top Game Development 
names, will showcase its highly-educated professional and 
technical workforce, and the balance between the nation's 
highest median income and a very affordable, diverse high- 
quality of life. Representatives will discuss incentives for 
assisting your company's expansion or relocation needs. 

Math Engine 

OCFI, Mill Street 

Oxford, Oxon England OX2 oJX 

Phone 44-1865-799400 • Fax 44-1865-799401 

Booth 516 

MathEngine is the leading supplier of dynamics middleware 

to the games business. As well as supplying second 

generation toolkits for dynamics and collision, MathEngine 

also performs consultancy work for other middleware 

providers through it's Architecture and Optimisation group 

and for game developers through it's Special Projects group. 

It boasts customers as diverse as Argonaut Games and 

NASA. After three years in development, GDC will see the 

launch of our brand New 100% games product. 


Macrovision Corporation 

1341 Orleans Drive 

Sunnyvale, CA 94089 

Phone 408-743-8600 • Fax 408-743-8610 

Booth 1618 

Macrovision is a leading provider of digital rights 

management solutions for the interactive software and 

consumer application software markets. Macrovision's 

SAFEDISC® CD-ROM copy protection has been licensed to 

over 100 mastering and replication facilities worldwide and 

is used by many major interactive software publishers. 

SAFECAST™ is a rights management tool that allows 

publishers to distribute software by means of Try & Die and 

or Try & Buy using our electronic software distribution (ESD) 




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exhibitor descriptions 





Matrox Graphics Inc. 

1025 St. Regis Blvd. 
Dorval, Quebec H9PZT4 

Phone 514-822-6300 
Fax 514-685-7030 
EXPOSuites 141, 143, 145 

A leader in quality and innovation, Matrox Graphics Inc. is 
the only graphics chip designer and graphics card 
manufacturer who draws on 24 years of industry experience. 
Headquartered in Montreal, Canada, Matrox has been 
recognized around the globe for its state-of-the-art 2D, 3D, 
digital video acceleration, vibrant image quality and real- 
world functionality. 

MCV Magazine/Develop Magazine 

St.Andrew House, 

46-48 St. Andrew Street 

Hertford, Hertfordshire 

England SG14 1JA 

Phone 01992-535646 

Fax 01992-535648 

Booth 2001 

MCV Media is a UK-based publisher of international trade 

publications for the interactive entertainment industry. It 

publishes two magazines, a weekly called MCV: The Market 

for Home Computing & Video Games and a monthly called 

Develop. The MCV web site is also the only daily news 

service dedicated solely to industry news. 

Meta Motion 

268 Bush St. #1 
San Francisco, CA 94104 
Phone 415-550-6382 
Fax 415-550-6384 
Booth 1638 

Meta Motion distributes and sells the worlds most 
affordable (and easiest) real-time full-body motion capture 
solutions. We'll be demonstrating Gypsy 3W, Kaydara 
FiLMBOX, famous3D facial animation software, the 
Animazoo Face Tracker, Datgloves, and Cybergloves. Gypsy 
3W wireless range is mile outdoors, 200 yards indoors. 
Animazoo provides very affordable mocap rental. 
Gypsy 3 is the world's easiest, most affordable real-time 
motion capture solution. Gypsy 3W wireless range is 1/2 
mile outdoors, 200 yards indoors. Gypsy 3 is sourceless' 
sensors (and data processing) move with the body, so 
motion capture is not confined to a specific area. No 
occlusion, no magnetic interference. Ultra-transportable - 
easy laptop capture. 


9801 Metric Blvd 

Austin, Texas 78758 

Phone 512-997-4701 

Fax 512-997-4922 

Booth 1502 

Metrowerks provides the broadest range of development 

and performance analysis tools for the games industry. Our 

tools adhere to the industry standard through providing 

developers with the most comprehensive tool suite, 

targeting multiple platforms for entertainment, including 

game consoles from Sega, Nintendo and Sony Computer 

Entertainment. Metrowerks implements developers' feature 

requests and offers superior technical support. 

Microboards Technology LLC 

1721 Lake Drive West 

Chanassen, MN 55317 

Phone 952-556-1600 

Fax 952-556-1620 

Booth 1544 

Microboards will be exhibiting several of its CD and DVD 

Duplication and Publishing systems for the development 

environment, including Tower duplicators, Automated 

Duplicators, Optical Media Printers, and 

Authoring/Recording Software Solutions. 

The DVR 4000 is the world's first Standalone, Scalable DVD- 
R duplicator, featuring HD extraction, verification, and 4 DVD 
Recorders (expandable to 16). Developed by Hoei Sangyo 
and Microboards Technology, the DVR 4000 permits the user 
to make submission and test copies of their game discs 
without dedicating a computer. 


One Microsoft Way 
Redmond, WA 98052 
Phone 425-882-8080 
Fax 425-936-7329 
Booth 808, EXPOSuites 216 

Founded in 1975, Microsoft (NASDAQ "MSFT") is the 
worldwide leader in software, services and Internet 
technologies for personal and business computing. The 
company offers a wide range of products and services 
designed to empower people through great software - any 
time, any place and on any device. 
Microsoft DirectX is an advanced suite of multimedia APIs 
built into Microsoft Windows operating systems. DirectX 
provides a standard development platform for Windows- 
based PCs by enabling software developers to access 
specialized hardware features without having to write 
hardware-specific code. DirectX 8.0 is the seventh major 
release of DirectX. DirectX was first introduced in 1995 and is 
now a recognized standard for multimedia application 
development. For more information, contact Stacey 
Tsurusaki, 425-936-1055. 

Xbox is Microsoft's future-generation video 
game console that delivers new and unforeseen gameplay 
experiences. With more than three times the graphics 
performance of the newest generation of game consoles, 
Xbox unleashes game designers' creativity to produce 
games that are challenging, exhilarating, surprising, and fun. 

Mitsui Advanced Media, Inc 

10045 Federal Drive 
Colorado Springs, CO 80908 
Phone 800-682-2377 
Fax 914-253-8623 
Booth 1644 

Mitsui Advanced Media, Inc. manufacturers blank CD- 
Recordable and DVD-Recordable media. Mitsui has 
optimized its current, patented Phthalocyanine dye, 
responsible for our dependable, long-term archivability, and 
combined it with a new, stronger silver reflective layer, which 
increases the strength and flexibility of CD-R writing and 
reading. The Mitsui DVD-R, 3.95GB and 4.7GB, are highly 
specialized blank DVD Recordable discs for massive data 
storage and retrieval, suitable for authoring any type of DVD 
disc (DVD-video, DVD-ROM, DVD-audio). 

exhibitor descriptions 

MLS LaserLock International, Inc. 

2413 Mccall Rd 
Austin, TX 78703 
Booth 547 

MLS LaserLock International, Inc. specializes in 
CD-ROM, DVD-ROM and alternative media software 
protection products & services. LaserLock uses a 
combination of encryption software and unique 
laser marking on the media surface to make 
copying virtually impossible. Other products 
include Chronolock, which allows PC applications 
to expire after a time period or number of 
executions. Laserlock is pleased to announce at 
GDC their new sales office in USA. 

Morgan Kaufmann Publishers 

340 Pine Street, 6th Floor 

San Francisco, CA 94104 

Phone 415-392-2665 

Fax 415-982-2665 

Booth 847 

Morgan Kaufmann publishes the finest technical 

information resources for computer and 

engineering professionals. We publish in book and 

digital form in such areas as human computer 

interaction, graphics, game development, 

multimedia information and systems, artificial 

intelligence, and computer architecture and 


3D Game Engine Design: A Practical Approach to 

Real-Time Computer Graphics, by David H. Eberly 

demonstrates step-by-step the complex 

engineering process needed to design and build a 

real-time graphics engine to support physical 

realism, using numerous illustrations. Source code 

on the companion CD-ROM helps explain the 

progression from idea, to algorithm, to working 


Moshpit Entertainment Inc. 

2779 Lake City Way 
Burnaby, B.C V5A 2Z6 Canada 
Phone 604-415-0444 
Fax 604-415-0449 
Booth 422 

As a software development company, Moshpit 
Entertainment is committed to creating new 
revenue streams and business solutions for the 
online entertainment industry. Currently, Moshpit 
has developed a transaction-based online 
tournament infrastructure for video games called 
the Bloodmoney Universe. 
The Bloodmoney Universe allows gamers to pit 
their money against other players in online skill 
tournaments. Game developers, publishers and 
server operators can integrate their games and 
servers into the Bloodmoney Universe to create 
new revenue streams that run 24 hours a day, 7 
days a week. 

MOTEK™ Motion Technology Inc. 

670 Commercial Street 
Manchester, NH 03101 
Phone 603-641-1300 
Fax 603-641-8385 
Booth 1630 

MOTEK™ Motion Technology Inc. designs, creates, 
and markets real-time motion-capture data 
solutions and products for the entertainment and 
commercial arenas. With extensive experience in 
the area of motion-capture technology, MOTEK™ 
has developed expertise in bringing technologies 
developed for high-end simulation into a more 
commercialized environment such as 
entertainment and advertising. 
With over 25 years of motion-capture experience, 
MOTEK™ is the complete motion-capture solution. 
Offering tremendous savings in cost and time with 
two state-of-art mocap studios, consulting 
services, and cross-platform motion-capture 
products including our Web-based StockMoves 
(library of individual motion sequences) and 
UNICA (customizable library), realistic special 
effects are a snap! 


50 E. Commerce Drive, M6 
Schaumburg, IL 60173 
Booth 444 

Motorola is enabling Entertainment Everywhere - 
bringing fun and games to people on the go, in 
their home, in their car and on their way to work. 
Our unique solutions bring the interactive 
entertainment you love to your daily life. By 
aligning with innovative entertainment partners 
and developers around the world, Motorola is 
helping connect the wireline with the wireless 
entertainment world. Motorola, Inc. (NYSE:MOT) 
is a global leader in providing integrated 
communications and embedded electronic 
solutions. Sales in 2000 were $37.6 billion. For 
more information about Motorola, visit the Web 
site at 


5131 Beckwith 

San Antonio, TX 78249 

Phone 1-800-843-8934 

Fax 210-370-8001 

Booth 932 

NewTek, the revolutionaries of the desktop video 

world, will proudly be showing Lightwave 6.5 at 

this year's GDC. Lightwave 6.5 provides an "out of 

the box" experience matched by no other. Watch 

demonstrations of industry professionals as they 

implement the tools of Lightwave 6.5 to bring their 

imaginations to life. Lightwave 6.5 is incredibly 

feature rich. Whether an animation hobbyist or 

professional, LightWave 6.5 has all the tools to 

make your ideas come to life. 

NewTek announces LightWave 3D GameTek, a new 

toolset specifically for game developers. This 

toolset will include special UV editing tools, free 

licenses for qualified games programmers, free 

SDK, training video and tutorials, plus available 

exporters and translators, list of supported 

engines, and many other resources. 

Nexon USA 

1095 East Duane Avenue, Suite 209 

Sunnyvale, CA 94086 

Phone 408-737-9341 

Fax 408-737-9351 

Booth 2009 

Founded in the early 90's, Nexon pioneered the 

development of massive multi-player online games 

and took Asia by storm. With nearly a decade of 

experience in making MMOPG's and providing 

game service, Nexon has ushered online gaming 

from its infancy and obscurity to its current entry 

into the mainstream. 

Shattered Galaxy combatants become military 
tacticians bent on building the perfect tools of war, 
organizing an unbeatable battle force, drawing 
strategic alliances and developing lethal 
stratagems all in the effort to secure their 
dominance on SG's planets or throughout its 
massive online star systems. Whether waging war 
above ground or in subterranean caverns, at 
provincial levels or across huge expanses of space, 
overlords and their bands will have to effectively 
negotiate issues of politics, terraforming, military 
logistics and more in order to savor military 
triumph. SG action is persistent and thousands of 
simultaneous players wage entire online 
campaigns, not solitary games. Battles last 
minutes, wars span months. 


2192 Fortune Drive 

San lose, CA, 95131 

Phone 408-514-6447 

Fax 408-514-6480 

Booth 1548 

NITROSTREAM, Inc. is set to captivate Internet 

entertainment enthusiasts worldwide with their 

first product release, Toy Gladiator. Founded by a 

group of creative entrepreneurs with a fascination 

and love for the gaming experience, NITROSTREAM 

are set to challenge the Internet casual gamer with 

an entirely new experience. 

Numerical Design, Ltd. 

1506 E. Franklin St., Suite 302 
Chapel Hill, NC 27514 
Phone 919-929-2917 
Fax 919-967-3237 
Booth 736 

Develop your gameplay, not your game engine 
using NDL's Netlmmerse C++ 3D Game Engine and 
Toolset. Our new 4.0 release supports PC, XBox, 
PlayStation 2, and GameCube. Oddworld 
Inhabitants, Totally Games, Bethesda Softworks, 
EA Studio Oz, and Irrational Games are just a few 
of the developers who have selected Netlmmerse. 
NDLannounces release 4.0 of the Netlmmerse C++ 
3D Game Engine and Toolset. Netlmmerse is now 
available for PC, Xbox, PlayStation2, and 
GameCube. MAX, Maya, and Creator plugins make 
it easy to import and preview content. Oddworld 
Inhabitants, Totally Games, Bethesda Softworks, 
EA Studio Oz, and Irrational Games are just a few 
of the developers using Netlmmerse. 

exhibitor descriptions 






NVIDIA Corporation 

3535 Monroe St. 
Santa Clara, CA. 95051 
Phone 408-615-2500 
Fax 408-615-2800 
Booth 616, Parkside Booth 121 

NVIDIA® Corporation (NASDAQ: NVDA) is the worldwide 
leader in graphics processors and media communications 
devices. The breadth of NVIDIA's product line enriches 3D, 
2D, video, audio, communications, broadband connectivity 
and high-definition digital video and television for every 
audience and price point - from workstations to internet- 
enabled appliances to mobile PCs 
NVIDIA delivers superior performance and crisp visual 
quality across multiple platforms with the GeForce family 
product line. With the ultimate in 3D, 2D and HDTV 
performance, GeForce products are ideal for the power user, 
multimedia enthusiast or extreme gamer. 

NxN Software Inc. 

1247 7th Street, Suite 200 
Santa Monica, CA 90401 
Phone 310-393-8535 
Fax 310-394-1366 
Booth 1524 

NxN is the leading supplier of Digital Production 
Management (DPM) systems for the interactive 
entertainment industry, alienbrain® technology supports 
many of the worlds most ambitious and successful game 
development projects. Many of the world's most renowned 
game developers, such as Sony, Infogrames, Kalisto, 
Psygnosis use alienbrain to improve the development 
process and accelerate project turnaround, 
alienbrain is the only comprehensive Digital Production 
Management (DPM) system for developers of interactive 
entertainment. Integrated with all the common authoring 
software, alienbrain supports the complete production cycle 
with development and management tools for producers, 
artists, project managers and programmers. The alienbrain 
DPM system includes solutions for media asset 
management, project management, user management, 
workflow management, cross-site collaboration and file 


6312 SW Capitol Hwy. #505 

Portland, OR 97201 

Phone 503-452-7772 

Fax 503-452-7774 

Booth 743 

Oregon3D is an innovative training and visualization center 

for immersive interactive computer graphics. Created for 

industry leaders, 3D enthusiasts, and visionaries of all ages, 

our mission is to help people utilize, learn about, and enjoy 

the amazing world of 3D. 

Pacific Media Worx 

Po Box 191130 
San Diego, CA 92159 
Phone 619-462-6047 
Fax 619-465-0323 
Booth 845 

PacketVideo Corporation 

4820 Eastgate Mall 

San Diego, CA 92121 

Phone 858-731-5300 

Fax 858-731-5301 

Booth 1908 

PacketVideo, the global leader in wireless media, develops 

software that enables the delivery, management and viewing 

of video and audio over current wireless networks to mobile 

information devices such as cellular telephones. 
PacketVideo's technology allows mobile consumers to 
access a variety of applications, including news and financial 
stories, sports highlights, short entertainment clips and 
music videos, weather and traffic reports, and home or work 
security cameras, from any location. 

Para world AG 

Am Bauhof 18 

64807 Dieburg, Germany 

Phone 49-6071-210-0 

Fax 49-6071-210-222 

Booth 437 

Paraworld AG produces and licenses online interactive 3D 

entertainment using our massive multi-user technology, 

where many people can interact simultaneously in 

community-building online environments. Our customers 

come from television, sports, film, and entertainment 

industries, and current productions target both casual and 

hard core gamer with racing, strategy, adventure, sci-fi, etc. 


• Massive Multi User Game with more then 90.000 square 
kilometers of game space 

• Highly reliable network engine 

• Procedural landscape engine with volumetric texturing 

• Server sided daylight and weather control 

• Accurate 3D physics allow for realistic interaction between 
networked users 

• Automatic update mechanism for all game components 

• Low bandwidth voice chat with telephone like quality 

Patton Block Center/City of Monmouth & Macomb 

105 North Main Street 

Monmouth, IL 61462 

Phone 309-73A-3297 • Fax 773-913-2778 

Booth 2007 

West Central Illinois 

While the term "America's Heartland" may conjure up 

images of rolling fields of corn, Central Illinois is actually 

very fertile ground to grow your game development business 

as well. The west central Illinois region, from Monmouth 

down to Macomb, is an ideal location to set up your game 

development studio. The country is gorgeous, the cost of 

living (and of doing business) is amazingly affordable and 

we can offer the services you need to grow your games and 

you company. 

Pixologic, Inc. 

Corporate Communications 
336 West 31 Street 
Los Angeles, CA 90007 
Phone 213-748-0990 • Fax 213-748-9888 
Booth 1808 

ZBrush Version 1.2 is a Painting Application with a Rendering 
Engine incorporating 2D and 3D into one Seamless 
Environment. Real-time 3D Modeling & Painting, Seamless 
Texturing, Texture-grabbing, Customizable Materials, Lights, 
Layers, Import/Export (DXF, OBJ, PSD...), Masking, Depth- 
embedded Brushes, Environmental Effects and more! 


425 Bloor Street East, Suite 350 

Toronto, Ontario M4W-3T5 

Phone 416-863-9755 

Fax 416-863-9785 

Meeting Room 4404 

Plazmic Inc. is a software company focused on enablingthe 

rapid construction and deployment of rich mobile media for 

the wireless Internet. With an international focus, Plazmic is 

mapping to industry sectors competing to provide 

meaningful and vibrant experiences to a growing base of 

wireless communicators. 

exhibitor descriptions 


Prima Tech 

36 S. Pennsylvania St, Suite 610 
Indianapolis, IN 46204 
Phone 317-488-4300 • Fax 317-488-4344 
Booth 1735 

Prima Tech is the publisher of such series as In a 
Weekend®, Fast & Easy™, Fast 8. Easy™ Web 
Development, Linux®, SAP™, and E-Business. 
Now introducing our newest series, Game 
Development! These books cover such topics as 
basic game programming, advanced animation, 
and how to break into the gaming industry. 
Prima Tech's Game Development series is like no 
other on the market. With series editor, Andre 
LaMothe, the books in this series will focus 
specifically on game developers and the 
applications and topics relevant to their field. 
Check out Prima Tech's upcoming Game 
Development titles! 

Prime Candidate, Inc. 

5157 Rubio Avenue 

Encino, CA 91436 

Phone 818-784-1976 • Fax 818-501-8502 

Meeting Room 4421 

Prime Candidate, Inc., although founded as an 

interactive recruiting company, is actually a unique 

blend of recruiting and personal representation. This 

blend allows us to give you, the client, confidence 

and security in obtaining the most optimum 

candidate for the position in the organization. The 

company recruits at all levels. Please contact or more information. 

Proksim Software Corp. 

816 Congress Ave., Suite 1100 
Austin, TX 78701 

Phone 512-493-5764 • Fax 512-493-5768 
Booth 1438 

Proksim Software is positioning itself to be the 
premier provider of advanced peer-to-peer (P2P) 
networking infrastructure software. Proksim 
Software's technology enables software 
applications, like online games, to share time- 
sensitive information over the Internet. Users can 
access this information anytime, anywhere, using 
any Internet-enabled device (PCs, handhelds, 
wireless, set-tops, consoles, etc.). 
Net-Z is Proksim Software's powerful networking 
solution for high-performance, online games. 
Designed to harness the potential of multiplayer 
gaming, Net-Z lets companies create unique, 
enhanced games while drastically reducing 
development time and costs. Powerful built-in 
features like fault-tolerance, load balancing, data 
extrapolation and player management mean 
enhanced stability and performance. 

Purple Drop, Inc. 

2i9iZankar Road 

San Jose, CA 95112 

Phone 510-673-1984 • Fax 510-651-2137 

Booth 1926 

Purple Drop is an interactive media company that 

is driving the next generation of graphics for 

games, entertainment, marketing and educational 

content. Our international team of artists, 

producers and engineers develop and use 

emerging design and production technologies from 

2D and 3D animation techniques, to CGI and film 

SFX to provide an expansive offering of services 

and products. 

RAD Game Tools, Inc. 

335 Park Place #Gi09 

Kirkland, WA 98033 

Phone 425-893-4300 • Fax 425-893-9111 

Booth 826 

RAD Game Tools will be showing all of their 

impressive technology products: Bink Video (their 

popular true-color video codec), Granny 3D (their 

new character and dynamic 3D animation run-time 

library, the Miles Sound System (supporting voice 

chat, MP3 and all the latest 3D Audio API's) and 

Smacker Video Technology (their super-fast 8-bit 

video codec). 

Bink for PC, Xbox, and Mac: 

RAD will bt showing the latest versions of Bink for 

PC, Xbox and Mac. Bink is RAD's popular true-color 

video codec and is now available for most 

platforms. Bink includes incredible video 

compression, 8 to 1 perceptibly lossless audio 

compression, advanced compression tools (8 

different video filters), alpha plane support, 

OpenGL and Direct3D samples and much more! 

RealNetworks, Inc. 

2601 Elliott Avenue, Suite 1000 

Seattle, WA 98121 

Phone 206-674-2700 

Booth 416 

RealNetworks will demonstrate new products to 

energize the digital game distribution marketplace. 

Digital distribution is growing rapidly, creating a 

new channel and business model for game 

developers. RealNetworks will demonstrate a 

revolutionary new distribution platform, new 3D 

design tools, and new multiplayer networking 

capabilities to assist developers creating 

games for this channel. 

RealNetworks is announcing a new platform for 

digital distribution of games over the Internet. This 

new platform focuses on enabling developers to 

create and build a business around digital 

distribution with the broadest consumer reach, 

platform integration APIs, new 3D game 

development engine, new multiplayer networking 

integration, and digital rights management solution. 

Right Hemisphere 

52 Broadway, Newmarket 

Auckland 1001 

New Zealand 

Phone 64-9-523-4670 

Fax 64-9-523-4671 

Toll Free 877-309-3204 

Booth 1536 

Right Hemisphere®'s award winning Deep Paint 

3D® With Texture Weapons™ is a powerful 3D 

painting and texturing tool for 3D models. Create 

virtually distortion-free texturing for 3D work in Web 

design, content creation, game development, 

industrial design, film and broadcast. Included are 

the innovative Mercator UV™, new automatic 

V.A.M.P.™ mapping technologies and the 

revolutionary Projection Paint. "A must for all 3D 


Sega of America 

650 Townsend St, Ste 650 

San Francisco, CA 94103 

Boothio39, EXPOSuite 238 

Sega of America is the American arm of Tokyo, 

Japan-based Sega Corporation, responsible for the 

development, marketing and distribution of Sega 

video game systems and video games in the 

Americas. Sega Corporation is a nearly $2.5 billion 

company recognized as the industry leader in 

interactive digital entertainment media, offering 

interactive entertainment experiences both inside 

and outside the home. 

Kage is Sega's premiere player-matching software 

for internet gameplay. Kage matches opponents 

and the DC games they want to play, providing 

customization, chat, and integration with SegaNet. 

It supports everything from the hardcore action 

games to classic, board, sports, or strategy games. 


AScipher Company 

Dawley Road 

Hayes, Middlesex 

UB31HH, United Kingdom 

Phone +44 (0)20 8848 6636 

Fax +44 (0)20 8848 6760 • 

Booth 818, 1702 

Originally a research project into three-dimensional 

audio at CRL (EMI Records former research center), 

Sensaura is now the leading supplier of 3D audio 

technology to the PC gaming world via technology 

licensing agreements. Movement into other areas is 

now well underway, with console gaming and 

consumer electronics an obvious target. 

Sensaura 3D Positional Audio (S-3DPA) is a 

continually evolving solution for the software and 

hardware industry. Allowing gamers to experience 


360-degree sound from as few as two speakers as 

well as headphones, the technology also 

incorporates extra realism as a result of innovative 

patented features, e.g. EnvironmentFX, MacorFX, 


650 Townsend Street, Suite 450 
San Francisco, CA 94103 
Phone 415-503-2400 • Fax 415-621-0745, 
Meeting Room 4403 
On December 15, 2000, AtomFilms and merged, creating the world's 
leading entertainment provider for businesses and 
consumers in both traditional and emerging media 
formats. The new company will continue pioneering 
and innovating in entertainment technology, 
creating world-class entertainment spanning 
games, films, and animations, while driving 
distribution across the Internet, mobile devices, 
television, airlines, and more. The newly combined 
company will be based in San Francisco with 
regional offices in Los Angeles, New York, London 
and Asia. 


exhibitor descri 





Singular Inversions Inc. 

1-1350 West 14th Ave. 

Vancouver, BCV6H1R1, Canada 

Phone 604-730-1727 • Fax 604-730-1723 

Booth 543 

Have your face photographed and turned into a 3D model. 

Morph it using simple controls including age, race and 

gender - see how you might look in five years or with a sex 

change. Interactively build photorealistic faces using simple 

controls. Singular Inversions will be previewing its upcoming 

FaceGen product line. 

SN Systems 

4th Redcliff Quay 

120 Redcliff Street 

Bristol, BS16HU, England 

Phone 44-117-29-9733 • Fax 44-117-929-9251 

Booth 832 

For the last ten years SN Systems has been producing the 

industry's standard development tools for console game 

programmers around the world. SN Systems' latest suite of 

tools, ProDG for PlayStation 2 — including the ProDG 

Debugger, Target Manager, Build Tools and command-line 

utilities — has been designed to push the limits of 

development on the PlayStation 2. 

SN has increased its range of products for PlayStation 2 - 

Network Development Kit for PlayStation 2 is a suite of tools 

for building networked games, ProView for PlayStation2 

provides the fastest download and fileserving solution for 

PlayStation 2 Test Units and CD/DVD Emulator for 

PlayStation 2 enables you to create and test a PlayStation 2 

CD/DVD image. 

Softimage Co. 

3510, Saint-Laurent Boulevard 
Montreal, QC, Canada 

Phone 514-845-1636 • Fax 514-845-5676 
Booth 1143 

Founded in 1986, Softimage Co., (a wholly owned subsidiary 
of Avid technology Inc.,) designs and develops software- 
based tools for digital artists, who create professional 
animation and visual effects for the film, broadcast, games 
and interactive markets. 

Softimage introduces SOFTIMAGE®IRTK - a series of 
"Runtime Tool Kits" that aims at providing middleware 
solutions to game developers that can be used as building 
blocks for their game engines. SOFTIMAGE®IRTK enables 
game developers to spend more effort on content creation 
rather than engine development. 

Entertainment Robot America 
Sony Electronics Inc. 

6701 Center Drive West, Suite 640 

Los Angeles, CA 90403 

Phone 310-410-2460 • Fax 310-410-2461 

Booth 435 

A demo of Sony's 2nd Generation Entertainment Robot AIBO 

(ERS-210), a four-legged autonomous robot which develops 

character through interaction with its surroundings. AIBO is 

equipped with Sony's unique "OPEN-R" (Open architecture 

for robot entertainment) technology and utilizes APERIOS 

technology which handles all software as objects, and 

formats hardware as modules so that various design forms 

are possible, thus enabling AIBO to become a platform. 

Sound Ideas 

105 West Beaver Creek Rd, Suite 4 

Richmond Hill, ON 

Canada L4B 1C6 

Phone 905-886-5000 • Fax 905-886-6800 • 

Booth 419 

Sound Ideas, the audio industry standard for innovation, 

quality and content in royalty free sound effects and music, 

introduces Flash eFX: offering more than 1,000 Button and 

Rollover sound effects, Music Loops and Tags, and 

Background Effects, all in both MP3 and 16 bit 44.1 kHz 

stereo wav format. 

Soundelux Design Music Group/Hollywood Edge 

7080 Hollywood Blvd. Suite 1100 
Hollywood, CA 90029 
Phone 323-603-3200 • Fax 323-603-3287 or 
Booth 648 

Soundelux Design Music Group (DMG): VO and 
ADR/casting/ recording/editing, Music composition, Custom 
sound design. 5.1 mixing and Direct music. Credits include: 
Rainbow Six, Undying, Freelancer, Quake Arena. The Hollywood 
Edge, producers of one of the largest sound effects libraries 
in the world. CD sets contain sound effects from some of 
Hollywood's biggest feature films - Premiere Edition, HPX 
SoundWerx, and Sound Design Toolkit. 

Staccato Systems, Inc., 

Subsidiary of Analog Devices, Inc 
2301 Leghorn Street 
Mountain View, CA 94043 
Phone 650-254-1971 • Fax 650-254-1981 
Booth 1702 

Staccato Systems, Inc., Subsidiary of Analog Devices, Inc. 
"SoundMAX with SPX" - Software Audio rendering engine, 
tools and content for creation and delivery of hyper-realistic, 
interactive sound for PC and PlayStation2 games. Features 
unique audio animation for real-time audio generation and 
control via Physical Modeling, Event Modeling, wavetable 
and other synthesis methods. We also provide custom audio 
algorithm design. Staccato Systems, Inc., Subsidiary of 
Analog Devices, Inc. Staccato will premier "SoundMAX with 
SPX" audio rendering engine for PC's. We will also show 
specialized Genre Packs - Sports, Simulation, etc., for 
creation of game sounds utilizing algorithmic generation and 
control of audio. Genre Packs include content and game 
API's for direct game integration of interactive sound effects 
and ambiences. 


1310 Electronics Dr. 


Carrollton, TX 75006 

Phone 972-466-6660 • Fax 972-466-6572, 


STMicroelectronics is showing the latest developments in 

the KYRO family of 3D accelerators. Come see how KYRO's 

PowerVR tiling technology will change the world of 3D 

graphics. Representatives available to get your company 

signed up for our developer program. 


exhibitor descriptions 


Sun Microsystems, Inc. 

901 San Antonio Road 

Palo Alto, CA 94303-4900 

Phone 650-960-1300 • Fax 650-969-9131 

Booth 1820 

Sun Microsystems was founded with one driving 

vision -The Network Is The Computer™. And it's 

this vision that has propelled Sun to its position as 

a leading provider of industrial-strength hardware, 

software, services, and technologies that power 

the Internet and enable companies worldwide to 

dot-com their businesses. 

Synovial Inc. 

43225 Mission Blvd 
Fremont, CA 94539 

Phone 510-360-0256 • Fax 510-360-0257 
EXPOSuite 121 

Synovial Inc. is a wireless multimedia software 
company, dedicated to developing a unified 
delivery system for broadband, multimedia content 
and applications, over wireless networks and the 
Internet. Through development of a suite of 
multimedia Tenderers and APIs for use both on 
current and future (3G) devices, Synovial aims to 
enable exciting content for cellular phones, PDAs, 
and wireless Internet appliances. Synovial is 
defining the mechanisms through which rich media 
(audio, video, graphics, Bluetooth, GPS, mapping, 
digital image and digital voice input, etc.) are 
created and presented in the wireless space, 
providing support and relationship management 
services to the content developers utilizing them. 
Syn Development Kit (Middleware tools for wireless 
client development) and SynServer (portal server 
software for wireless content hosting). 


3233 East Mission Oaks Blvd 

Camarillo, CA 93012 

Phone 805-445-1122 • Fax 805-445-4280 

Booth 431 

Technicolor provides global services in CD/DVD 

replication and video duplication; packaging, 

fulfillment, distribution; and complete turnkey 

project management. High-volume capacity, 

cutting-edge technology and the ability to accept 

all internationally recognized formats make 

Technicolor the provider of choice. Distinguished 

by ISO9002 and operating in 17 locations 

worldwide, Technicolor's service is unparalleled. 

Thomson Multimedia Inc. 

2000 Clements Bridge Road 
Deptford NJ 08096 
Phone 856.853.2543 
Fax 856.853.2593 
Booth 1729 

Development, marketing manufacturing and 
distribution of interactive gaming Hardware 
devices. Supported platforms include both PC, 
iMAC, and next generation consoles. PC gaming 
peripherals include joysticks, gamepads, flight 
control sticks, and throttle controls. Console game 
controllers include gamepads, remote controls and 
interactive sports controllers. Contact Mark 
Schaffner, Manager Product Development and 
Marketing 856.853.2543. 

Terraplay Systems AB 

Solna Strandvag96 

171 54 Solna, Stockholm, Sweden 

Phone 46-8-764 59 00 • Fax 46-8-764 59 30 

Booth 443 

Terraplay Systems develops a telecommunications 

infrastructure software solution for interactive real 

time applications in mobile and fixed line 

networks. Network operators and Internet service- 

and content providers benefit from reduction of 

effective latency, ease of development, optimized 

bandwidth utilization and reduced infrastructure 


Terraplay is an intelligent networking solution that 

combines client side functionality and a powerful 

development tool, with network server/routers. 

Object data within an application can be 

prioritized, cashed and refreshed via a set of 

standardized calls and features. These include 

Multicasting, Cashing, Dynamic Subscription 

Model, and Adaptive Rate Control. 

Vicon Motion Systems 

9 Spectrum Pointe Drive 

Lake Forest, CA 92630 

Phone 949-472-9140 • Fax 949-472-9136 

Booth 1244 

Using a Vicon 8 system with 18 award-winning 

MCams, Vicon Motion Systems will show live 

motion capture of two karate performers. The 

motion will be applied to characters in real time 

and brought into leading CG packages. Witness the 

fastest, easiest, and most powerful motion capture 

system in the world. 

Viewpoint Corporation 

11778 South Election Drive, Suite 120 

Draper, UT 84020 

Phone 801-619-4600 • Fax 801-619-4601 

Booth 1032 

Game Developers worldwide partner with 

Viewpoint to fill their games with interesting 

characters and background objects. In our Booth, 

we will be showing many of our recent game 

collaborations as well as our new Viewpoint 

Experience Technology which will change your 

website from ordinary to extraordinary. 

VM Labs, Inc. 

520 San Antonio Road 

Mountain View, CA 94040 

Phone 650-917-8050 • Fax 650-917-8052 

EXPOSuite 224 

VM Labs is the developer and licensor of the NUON 

broadband entertainment platform, with 

entertainment applications including broadband 

set-tops as well as cutting edge DVD players. The 

Company licenses its technologies to consumer 

electronics manufacturers, while licensing NUON 

development systems to movie and music studios, 

and interactive software publishers. 


18578 NE 67th Court, Building 5 
Redmond, WA 98052 
Phone 425-497-4500 • Fax 425-497-4501 
Booth 536 

WildTangent is a leading provider of 3D graphics, 
animation and interactivity, creating enriched 
Internet experiences. Nominated for PC Magazine's 
2000 Technical Excellence Awards and named one 
of Newsweek' s Top Five Technologies for 2001, 
WildTangent's proprietary Web Driver™ technology 
provides unprecedented performance on a Web 
page, allowing the creation of faster, richer, more 
interactive content. The Web Driver's unique 
compression technology allows interactive 
multimedia content to be streamed and cached on 
a user's machine with minimal wait. Product 
downloads, information and developer resources, 
are posted on the WildTangent web site. Visit us at 
Booth #536 to receive a free CD-ROM with our 
complete Developer's Kit. 
WildTangent Studio is a powerful creation and 
editing program that can help you easily create the 
scenes and layout for your Web Driver™ project, or 
it can be used to build stages for web pages. WT 
Studio is incredibly simple to learn and use due to 
WYSIWYG real-time editing. A world hierarchy 
allows creation and grouping of objects such as: 
actors, lights, BSP (binary space partitioning) 
geometry and the ability to access them from code. 
WildTangent's optimization technology enables the 
creation of large scale, 3D environments. 

West Central Illinois 

Magic Lantern Playware 
105 North Main Street 
Monmouth, IL 61462 
Phone 309.734.3297 • Fax 773.913.2778 
Booth 2007 

While the term "America's Heartland" may conjure 
up images of rolling fields of corn, Central Illinois 
is actually very fertile ground to grow your game 
development business as well. The west central 
Illinois region, from Monmouth down to Macomb, 
is an ideal location to set up your game 
development studio. The country is gorgeous, the 
cost of living (and of doing business) is amazingly 
affordable and we can offer the services you need 
to grow your games and you company. Stop by our 
both to learn about the Patton Block Center (a 
cutting-edge game development incubator) as well 
as the communities of Monmouth and Macomb. 
You'll be glad you did! 


exhibitor descriptions 



Wordware Publishing, Inc. 

2320 Los Rios Blvd., Suite 200 

Piano, TX 75074 

Phone 800-229-4949 • Fax 972-881-9147 

Booth 427 

The Wordware Game Developer's Library targets the rapidly 

growing market of professional computer game 

programmers and developers. This market is characterized 

by rapid innovation in hardware and software technology, 

including 3D animation, modeling, Direct3D, graphics, and 

CDX. Wordware is currently the only publisher on the market 

who has developed an entire series of books around 

computer game development. 

Wordware Publishing, Inc. dominates this computer book 

market segment with a number of best-sellers such as the 

recently released Advanced 3-D Game Programming Using 

DirectX 7.0 by Adrian Perez and Real-Time Strategy Game 

Programming using MS DirectX 6.0 from Mickey Kawick. 

Both titles are being revised for 2001. Key forthcoming titles 

that round out the prominence of this book series for 2001- 

2002 include Paul Steed's Learn Character Modeling with 3D 

Studio Max and Learn Character Animation with 3D Studio 

Max, and Robert Holcomb's Game Developer's Guide to At. 

Yamaha Corporation of America 

Multimedia Business Research & Development 

6600 Orangethorpe Avenue 

Buena Park, CA 90620 

Phone 714-522-9046 • Fax 714-522-9380 

EXPOSuite 244 

Yamaha will be showing the XG SoftEffects technology for 

PS2 and DirectX. This is realtime audio processing DSP for 

game development for the above platforms. The technology 

allows for consistent cross-platform development and 

realtime, interactive parameter control during game play. 

Game music and audio can be processed using the same 

high-quality studio effects found in the XG synthesizer 







TiflTffil LSMJiil 

turn Deus Ex inti 
Game of the Year 


Each month in Game Developer magazine, 
industry leaders and game development 
experts share technical solutions, review new 
products, and share their secrets for creating 
innovative, successful games. Professional 
game developers count on Game Developer 
magazine for the most relevant and respected 
content in the game industry. 

Game Developer is the print publication 
written specifically for creators of 
entertainment software, providing technical 
and industry information to over 35,000 
professional game developers. 

Subscribe today at the Gama Network 
Booth 1740 or at 

job fair exhibitor descriptions 

job fair 




Job Fair 

Make it a point to visit the Job Fair in Parkside Hall. Solid companies are looking for your hard-to-find skills. 

America Online, Inc 

2 Clocktower Place, Suite 150 

Maynard, MA 01754 

Fax 703-265-5185 

Parkside Booth 105 

America Online, Inc., a division of AOL Time Warner, is the 

world's leader in interactive services, Web brands, Internet 

technologies, and e-commerce services. With this focus on 

consumers, AOL seeks to build a global medium as central to 

people's lives as the telephone or television and even more 


Angel Studios 

5966 La Place Court, Suite 170 

Carlsbad, CA 92008 

Phone 760-929-0700 

Fax 760-929-0719 

Parkside Booth 213 

Founded in 1984, Angel Studios is one of the largest 

independent game developers in the USA. Clients include 

Nintendo, Capcom, Rockstar Games, Capcom, InfoGrames, 

Microsoft, and Disney. With our focus on pure fun, we are 

always looking for passionate new talent; so stop playing 

games with your career and visit our recruiting Booth! 


One Infinite Loop 

Cupertino, CA 95014 

Phone 408-996-1010 

Parkside Booth 226 

Apple ignited the personal computer revolution in the 1970s 

with the Apple II and reinvented the personal computer in 

the 1980s with the Macintosh. Apple is committed to 

bringing the best personal computing experience to 

students, educators and creative professionals and 

consumers around the world through its innovative 

hardware, software and Internet offerings. 

Blizzard Entertainment 

Po Box 18979 

Irvine, CA 92623 

Phone 949-955-1380 

Fax 949-737-2000 

Booth Parkside Booth 221 

Blizzard Entertainment offers you an opportunity to meet 

some of the developers who brought you Diablo II and 

Starcraft. We will also be showing our newest trailers for 

Diablo II expansion as well as the much-anticipated game 

Warcraft III. Resumes and Demo Reels are welcomed. 


Po Box 2150 
Oakhurst, CA 93644 
Phone 559-683-4468 
Fax 559-683-3633 
Parkside Booth 310 

Digital Artist Management, Inc. 

898 N. Sepulveda Blvd., Suite 175 

El Segundo, CA 90245 

Phone 310-414-6800 

Fax 310-414-6804 

Parkside Booth 112 

Digital Artist Management, Inc. is a leading recruiting firm 

for the interactive entertainment software industry. We 

specialize in the placement of programmers, artists and 

animators, designers, producers, and executives at all levels, 
with top videogames, graphics and web content developers. is a revolutionary online recruiting site 
focused on meeting the career needs and goals of the 
interactive content development community. Access some of 
the newest and most exciting career opportunities available 
in the videogames, graphics, and web development 

Digital Eclipse Software, Inc. 

5515 Doyle Street, Suite #1 
Emeryville, CA 94608 
Phone 510-547-6101 
Fax 510-547-6104 
Parkside Booth 216 

Digital Eclipse, a leading game developer located in 
Emeryville, CA, is looking for talented animators, artists and 
programmers to develop for Gameboy Advance and next- 
generation platforms. If you are interested in making fun 
games with talented developers, please stop by our Booth. 

Electronic Arts 

209 Redwood Shores Parkway 

Redwood City, CA 94065-1175 

Phone 650-628-1500 

Fax 650-628-1338 

Parkside Booth 122 

Get in the Game at Electronic Arts! Register online at the 

Booth & receive an EA game free. Meet reps from EA's North 

American studios who can answer your questions about 

what it's like to work at EA - the leading developer and 

publisher of interactive entertainment for all platforms 

including online. 

Ensemble Studios 

10440 N. Central Expwy. 

Dallas, TX 75231 

Phone 214-378-6868 

Fax 214-378-6464 

Parkside Booth 327 

Ensemble Studios® is a premier developer of entertainment 

software. The release of the blockbuster products in the Age 

of Empires™ series established Ensemble Studios as one of 

the world's most popular and respected game developers. 

Ensemble Studios is currently working on titles that will set 

new standards for PC, console, and on-line entertainment. 

2095 Rose Street 
Berkeley, CA 94709 
Phone 510-540-5535 
Fax 510-841-2657 
Parkside Booth 113 

Infogrames, Inc. 

5300 Stevens Creek Blvd, Suite 500 

San lose, CA 95129 

Phone 408-985-3000 

Fax 408-985-3030 

Parkside Booth 330 

Infogrames is a global publisher and distributor of 

interactive entertainment software. Founded in 1983, the 

company is one of the top entertainment software 

companies worldwide. Infogrames currently develops and 

distributes award-winning video games for consoles (Sony, 

Sega, Nintendo, and Microsoft), personal computers and 

Macintosh systems. 

job fair exhibitor descriptions 



831 South Douglas Street, Suite 119 

El Segundo, CA 90245 

Phone 800-333-5751 

Fax 310-643-4750 

Parkside Booth 314 

Interact is the industry leader in interactive talent 

representation. Our expert recruiting staff is 

available to help plan your career advancement in 

the video game industry. Access our web site and 

search the most sophisticated game jobs database 

on the web. Use our Resume Builder to quickly 

create a functional resume. 

Kalisto Entertainment 

1561 Laurel Street, Suite A 

San Carlos, CA 94070 

Phone 650-592-9144 

Fax 650-592-9146 

Parkside Booth 313 

Kalisto employs 270 people in Paris and Bordeaux, 

France, and 26 people in its Bay Area and Austin, 

Texas studios. The teams are working on content 

and video game creation, technology research, and 

development Kalisto Entertainment is the leading 

worldwide independent video games Developer. 

Kalisto develops interactive entertainment 

software across all major gaming platforms. Titles 

released between 1997 and 2000 include, Dark 
Earth, Ultimate Race Pro, The Fifth Element, 
Nightmare Creatures I and II, and 4 Wheel Thunder. 

Konami of America, Inc. 

1400 Bridge Parkway 

Redwood City, Ca 94065 

Phone 650-654-5600 

Fax 650-654-5690 

Parkside Booth 328 

Konami, a leading developer, publisher, and 

manufacturer of electronic entertainment 

properties, specializes in the home video game 

market. With offices in Asia, Australia, Europe, 

North and South America, employees will be on 

hand seeking qualified candidates to join the 

Konami teams in Hawaii and California. 

Left Field Productions 

2900 Townsgate Rd. #210 

Westlake Village, CA 93161 

Phone 805-373-6599 

Fax 805-778-9187 

Parkside Booth 322 

Left Field Productions is a very successful company 

that will be expanding in the coming years. 

Following an investment by Nintendo, we are 

looking for talented individuals to help us in our 

goal to develop great titles. We develop 2nd-party 
games published by Nintendo. We offer 
competitive salaries and excellent, proven, royalty 

LucasArts Entertainment Company LLC 

Po Box 10307 
San Rafael, CA 94912 
Phone 415-472-3400 
Fax 415-444-8240 
Parkside Booth 224 

LucasArts Entertainment Company is a leading 
international developer and publisher of 
entertainment software. LucasArts was founded in 
1982 by filmmaker George Lucas to provide an 
interactive element to his vision of a state-of-the- 
art, multi-faceted entertainment company. 
LucasArts publishes an extensive line of interactive 
titles for PSX2, Xbox, Gamecube, and PC. 

Majesco Sales, Inc. 

160 Raritan Center Parkway 

Edison, NJ 08837 

Phone 732-225-8910 

Fax 732-225-5451 

Parkside Booth 306 

Majesco Sales, Inc. is a leading developer, 

publisher, and distributor of top quality 

entertainment software. We will be showing some 


...the future for 
digital entertainment and 
interactive worlds is here. 

Sony Computer Entertainment America, a division of Sony Computer Entertainment America Inc.. markets 
the PlayStation® and PlayStation^ computer entertainment system for distribution in North America, develops 
and publishes software for the PlayStation® game console, and manages the U.S. third party licensing program. 
Based in Foster City, California with Studios in Santa Monica and San Diego. Sony Computer Entertainment 
America Inc. is a wholly-owned subsidiary of Sony Computer Entertainment Inc. 


Product Marketing 


Public Relations 





Various IT/IS openings are also available in our MIS Department. 

For more information on these and listings of all opportunities, 
please see our booth at the 




We offer a casual work environment, competitive salaries, as 
well as great benefits. For immediate consideration, please 
submit your resume, indicating your position of interest, to: 

Sony Computer Entertainment America 
919 E. Hillsdale Boulevard, Second Floor 
Foster City, CA 94404. Fax: 650-655-6070 


We are an eoe committed to cultural diversity in the workplace. 

Made By The Pros. 

Played By The Pros™. 


job fair exhibitor descriptions 

job fair 




of our up and coming titles for GameBoy Advance and 
Playstation 2 in hopes to entice the eager developers to 
come and join our great team of programmers. 

Maryland Dept. of Business & Economic Development 

217 East Redwood St, 12th Floor 
Baltimore, MD 21202 
Phone 410-767-0994 or 888-CHOOSEMD 
Fax 410-333-6792 
Parkside Booth 400 

Maryland, home to some of the top Game Development 
names, will showcase its highly-educated professional and 
technical workforce, and the balance between the nation's 
highest median income and a very affordable, diverse high- 
quality of life. Representatives will discuss incentives for 
assisting your company's expansion or relocation needs. 

Maximum Charisma Studios, Inc. 

5400 Ward Road, Bldg 5, Suite 100 

Arvada, Colorado 80002 

Phone 303-432-0286 

Fax 303-432-9839 

Parkside Booth 311 

Maximum Charisma Studios, Inc. wants you to help them 

bring the next evolution to online gaming. Currently, we are 

seeking individuals in engineering, modeling, animation, 

design, testing, production services, and customer services. 

Our debut title, Fighting Legends, is on display at the Booth. 

Come check us out. 

Midway Home Entertainment, Inc. 

10110 Mesa Rim Road 
San Diego, CA 92121 
Phone 858-658-9500 
Fax 858-658-9503 FAX 
Parkside Booth 315 

Monolith Productions, Inc. 

10516 NE 37th Circle 

Kirkland, WA 98033 

Phone 425-739-1500 

Fax 425-827-3901 

Parkside Booth 111 

We are seeking self-motivated, talented, and experienced 

people who thrive in a collaborative environment. If you 

want to help define the future of interactive gaming 

technology, visit us at our Booth. We are actively recruiting 

Programmers, 2D/3D Artists, and Level Designers. We offer 

competitive salaries and benefits. 

No One Lives Forever™ ups the ante for plot-driven, 1960's- 

influenced spy action with killer weapons, vivid international 

locales and deadly arch villains. Equipped with an arsenal of 

powerful weapons and ingenious gadgets, you must unravel 

a mystery that will lead you halfway around the world in a 

desperate search for answers. 

Muse Corporation 

1950 Elkhorn Court 

San Mateo, CA 94403 

Phone 650-378-6336 

Fax 650-378-6339, Geoff Graber at 

Parkside Booth 217 

With the Muse™ software platform, developers can 

efficiently integrate HTML, audio, video, 3D graphics, 

animation, and multi-user functionality, creating an 

extraordinarily engaging and immersive experience for the 

user. While built for the broadband Internet, the Muse 

platform offers a new dimension in interactive experiences 

on a standalone system, as well as over a network. 

The new Muse™ Development Kit (MDK-i) enables a 

developer to create content for the Muse software platform. 

MDK-i includes the Muse client and iServer™ products, 
documentation, scripting libraries, references, tools and 
content examples. Also included are quick start guides 
intended for easy deployment of existing content using 
Muse technology. 

Namco Hometek Inc. 

2055 junction Avenue 

San )ose, CA 95131 

Phone 408-321-6215 

Fax 408-321-0518 

Parkside Booth 312 

Namco Hometek wants you! We're hiring talented people to 

join our product development teams in our San Jose, 

California development studio. Namco is the creator of 

classics like Pac-Man, Tekken, Ridge Racer, and Soul Calibur. 

Join us and create next generation console games that push 

the envelope of technology, art, and game design! Come by 

our Booth for more information or check our website at for all current job opportunities. 

Nvidia Corporation 

3535 Monroe Street 
Santa Clara, Ca. 95051 
Phone 408-615-2500 
Fax 408-615-2800 
Parkside Booth 121 

NVIDIA® Corporation (NASDAQ: NVDA) is the worldwide 
leader in graphics processors and media communications 
devices. The breadth of NVIDIA's product line enriches 3D, 
2D, video, audio, communications, broadband connectivity 
and high-definition digital video and television for every 
audience and price point - from workstations to internet- 
enabled appliances to mobile PCs. 

Oddworld Inhabitants 

869 Monterey Street 

San Luis Obispo, CA 93401 

Phone 805-503-3000 

Fax 805-503-3030 

Parkside Booth 321 

Oddworld Inhabitants® was formed in 1994 by special 

effects and computer animation veterans, Sherry McKenna 

and Lome Lanning. Located in San Luis Obispo, California, 

their unique facility has attracted top video game and 

computer animation talent from all over the world. With their 

first two titles Oddworld: Abe's Oddysee® and Oddworld: 

Abe's Exoddus™ and the upcoming title Oddworld: Munch's 

Oddysee™ they are creating a new breed of interactive 

entertainment. Oddworld Inhabitants has built an excellent, 

hard-working team and is always interested in exceptionally 

talented programmers, artists and game designers. If you 

have the burning desire to do THE BEST quality work, stop 

by Booth #321 in the Job Fair. 

Premier Search, Inc™ 

4225 Fidus Drive, Suite 111 

Las Vegas, NV 89103 

Phone 702-222-3633 

Fax 702-222-3626 

Parkside Booth 218 

Premier Search is the professional placement agency 

specializing in the entertainment software industry. Our 

personal commitment to ethics and quality has made us the 

winning choice for today's top-name talent. Drop by for a 

visit and enter to win a free Color Palm. 

job fair exhibitor descriptions 

Rainbow Studios 

3830 N 7th Street 

Phoenix, AZ 85014 

Phone 602-230-1300 

Fax 602-230-2553 

Parkside Booth 323 

High production values have always been a 

keystone of our philosophy here at Rainbow 

Studios. Our long history of developing game titles 

has produced some remarkable, cutting-edge 

technology, including our game engine. It's a place 

where creativity and critical thinking aren't just 

amply rewarded, they're an absolute must. 

Red Storm Entertainment 

2000 Aerial Center, Suite 110 

Morrisville, NC 27560 

Phone 919-460-1776 

Fax 919-468-3305 

Parkside Booth 318 

Visit Red Storm Entertainment's Booth to work for 

a great company without the stress of living in "the 

valley." Co-founded by author Tom Clancy, Red 

Storm is based in Morrisville, North Carolina and is 

a wholly owned subsidiary of Ubi Soft 

Entertainment. We'll be looking for talent in all 

areas of production and will also have information 

about worldwide opportunities within the Ubi Soft 

family of companies. 

Saffire Corporation 

754 West 700 South 

Pleasant Grove, UT 84062 

Phone 801-785-3016 

Fax 801-785-3367 


Parkside Booth 214 

Saffire is one of the top independent game 

developers in the industry. We are expanding our 

teams in both our home office and St. George, UT 

location. Please stop by and learn about the 

exciting opportunities available for artists, 

programmers and designers. 

Scientific Placement, Inc. 

8ooTully Road, Suite 200 

Houston, TX 77079 

Phone 281-496-6100 

Fax 281-496-0373 

Parkside Booth 223 

Scientific Placement is a technical recruiting firm 

specializing in the commercial software and 

hardware industries. With a nationwide candidate 

and client company base, our Games team 

specializes in staffing for experienced games 

developers, artists, designers, and producers. 

Sierra/Vivendi Universal Education 

3060 139th Ave SE, Suite 500 

Bellevue, WA 98005 

Phone 425-649-9800 

Fax 425 401-4924 

Parkside Booth 114 

We will be recruiting for the top talent in our 

industry, from game programmers, to web 

engineers even QA testers. We are looking for 

motivated fun people to help drive Havas/Sierra 

and work on the next generation of games. 

Sony Computer Entertainment America 

919 E. Hillsdale Blvd, 2nd Floor 
Foster City, CA 94404 
Phone 650-655-8000 
Fax 650-655-6070 
Parkside Booth 115 

Sony Computer Entertainment America, a division 
of Sony Computer Entertainment America Inc., 
markets the PlayStation and PlayStation 2 
computer entertainment system for distribution in 
North America, develops and publishes software 
for the PlayStation game console, and manages 
the U.S. third party licensing program. Based in 
Foster City, Calif., Sony Computer Entertainment 
America Inc. is a wholly-owned subsidiary of Sony 
Computer Entertainment Inc. 

Sony Online Entertainment 

8928 Terman Court 

San Diego, CA 92121 

Phone 858-577-3100 

Fax 858-577-3200 

Parkside Booth 205 

Sony Online Entertainment produces and 

distributes online entertainment targeted to 

mainstream consumers and game enthusiasts. We 

have one of the leading online entertainment 

networks - We are 

headquartered in San Diego with offices in Austin 

and St. Louis. Our recruitment Booth will have 

information on our positions available for the next 


Stormfront Studios, Inc. 

4040 Civic Center Drive, 3rd Floor 

San Rafael, CA 94903 

Phone 415-479-2800 

Fax 415-479-2880 

Parkside Booth 118 

Stormfront Studios is a leading developer of 

award-winning games for next gen consoles, PC, 

online, and interactive TV. Founded in 1988, 

Stormfront's 80-member team focuses exclusively 

on developing "A" titles with clients like Microsoft, 

Electronic Arts, Mattel, AOL and Sony. Platforms 

include PlayStation 2, Xbox, PC, Game Boy 

Advance, GBC and Mac. 

Studio Search, Inc. 

2880 E. Flamingo Road, Suite E 

Las Vegas, NV 89121 

Phone702-456-7755 X22 

Fax 702-456-6577 

Parkside Booth 336 

Studio Search, Inc. is the leading recruiting firm for 

the Interactive Industry. Founded in 1993, we 

specialize in recruiting highly qualified 

Programmers, Graphic Artists, Producers, 

Designers, Developers, IT Professionals, Sales, 

Marketing and Executives. Stop by our Booth for 

details on how you could win a free trip to Las 


THQ, Inc 

27001 Agourrd #325 
Clabasas Hills, CA 91301 
Phone 818-871-5000 
Fax 818-871-7590 
Parkside Booth 211 


4913 Kester #1 
Sherman Oaks, CA 91403 
Phone 818-986-3848 
Fax 818-986-3555 
Parkside Booth 212 

Turbine Entertainment Software, Corp. 

350 University Ave. 

Westwood, MA 02090 

Phone 781-407-4000 

Fax 781-329-5463 

Parkside Booth 222 

Turbine Entertainment Software develops 

massively multiplayer (persistent world) Internet 

games. Asheron's Call (PC, FRP), was published 

late-1999 by Microsoft. Development is underway 

on titles in other genres, for multiple platforms. 

Turbine is hiring artists, programmers, and 

designers who wish to work with industry-leading 

technology in a challenging and collaborative 


Virtual Search, Inc 

(San Francisco, Austin, Ft. Lauderdale). 

10693 Wiles Rd 

Coral Springs, FL 33076. 

Phone 800-779-3334 

Fax 800-779-3369 or 

Parkside Booth 230 

Game Industry Recruiter's -We are founded and 

staffed by Game Industry professionals. Our 

Service Costs You Nothing - Yet Can Mean 

Thousands in Your Pocket! Find out how our highly 

networked recruiter's can put you on the Career 

track you've always wanted. Booth 230 in Job Fair 

section. Confidentiality Assured! 

Vision Scape Interactive 

12840 Danielson Ct 

Poway, CA 92064 

Phone 858-391-1300 

Fax 858-391-1301, Barb Slobodny at 

Booth Parkside Booth 325 

Vision Scape Interactive is recruiting game 

development talent for their San Diego location. 

VSI is looking for solid candidates including 

programmers, game artists, game designers, and 

producers. VSI is working on several high-profile 

next-gen console games, and will fill these 

positions ASAP. 




product locator 

Exhibitor's Products 


Microboards Technology LLC 



Entertainment Robot America 

Sony Electronics Inc. 


Sun Microsystems, Inc. 



Criterion Software 



ESS Technology 







Booth 616, Parkside 121 

Entertainment Robot America Sony 

Electronics Inc. 



Color Kinetics Incorporated 



DigiScents ™ 


Essential Reality, LLC 


Gravis (Kensington) 




Intel Corporation 






Microboards Technology LLC 



EXPOSuite 216, 808 


Booth 616, Parkside 121 

Entertainment Robot America 


Electronics Inc. 


Motion Capture 

Ascension Technology Corporation 



Eyetronics, Inc. 


Giant Studios 


InMotion Systems 




Meta Motion 


Vicon Motion Systems 



3Dlabs, Inc. 



ATI Technologies Inc. 


Criterion Software 




Matrox Graphics Inc. 

EXPOSuites 141, 143, 145 




EXPOSuite 232, Booth 818, 

Parkside 121 

STMicroelectronics EXPOSuite 



ATI Technologies Inc . 



ESS Technology 


Matrox Graphics Ini 

EXPOSuite 141,143,145 

Microboards Tec hnology 





Booth 616, Parkside 121 

Entertainment Robot America 

Sony Electronics Inc. 


Input Devices 

Control Zone Interactive' Inc. 



Digital Immersion 


Eyetronics, Inc. 


Gravis (Kensington) 


Immersion Corporation 


Mad Catz 



EXPOSuite 216, Booth 808 

Entertainment Robot America 


Electronics Inc. 


product locator 



Microboards Technology 



Online Development 



Mitsui Advanced Media, Inc 


Entertainment Robot America, Sony Electronics 



Sun Microsystems, Inc. 



Advanced Micro Devices, Inc. - Processors 


1308, MR* 4419 

Deluxe Digital Services - DVD Replication 




Disc Makers -CD Duplicators 


Intel Corporation - Processors 


Micioboards Technology LLC - Duplication/Recording 


Sega of America - Video Game Console - Dreamcast 

EXPOSuite 238 


Entertainment Robot America, Sony Electronics 


TV 435 

Sun Microsystems, Inc. - Servers 






Blizzard Entertainment Parkside 




Ensemble Studios 

Parkside 327 

Microboards Technology 




RAD Game Tools 


Saffire Corporation 

Parkside 214 


Am Production Multimedia 



Blizzard Entertainment 

Parkside 221 

Criterion Software 


Dolby Labroatories 




Indiagames Ltd. 


Microboards Technology 


RAD Game Tools 


Sound Ideas 


Staccato Systems, Inc. 


Yamaha Corporation of America 

EXPOSuite 244 






Blizzard Entertainment 

Parkside 221 





indiagames Ltd. 


Immersion Corporation 


InMotion Systems 


Left Field Productions Parkside 







EXPOSuite 216 


Moshpit Entertainment Inc. 


Proksim Software 


RAD Game Tools 


Saffire Corporation Parkside 


SN Systems 


Sun Microsystems, Inc. 




* MR = Meeting Room 

Applied Microsystems Corporation 




Blender (Not a Number bv) 


Blizzard Entertainment Parkside 


Comverse Network Systems 

EXPOSuite 119 



indiagames Ltd. 


Macromedia Inc. 


Macrovision Corporation 


MOTEK Motion Technology, Inc. 


Nitrostream, Inc. 


Paraworld AG 


Proksim Software 


Saffire Corporation 

Parkside 214 


SN Systems 


Softimage Co. 


Terraplay Systems AB 


Viewpoint Corporation 









Blizzard Entertainment 

Parkside 221 



Digital Immersion 


Eyetronics, Inc. 

IV? 8 



indiagames Ltd. 


InMotion Systems 


Konami of America, Inc. 

Parkside 328 

Left field Productions 

Parkside 324 

Macromedia Inc. 


Macrovision Corporation 




NxN Software Inc. 


Red Storm Entertainment 

Parkside 323 

Saffire Corporation 

Parkside 214 

Singular Inversions Inc. 


Softimage Co. 


Viewpoint Corporation 



Blender (Not a Number bv) 



Blizzard Entertainment 

Parkside 221 



Indiagames Ltd. 


Left field Productions 

Parkside 324 

Macromedia Inc. 




Right Hemisphere 


Saffire Corporation 

Parkside 214 

Singular Inversions Inc. 


Game Engine 




Blender (Not a Number bv) 


Blizzard Entertainment 

Parkside 221 

Comverse Network Systems 

EXPOSuite 119 

Ensemble Studios 

Parkside 327 

Epic Games Inc. 

EXPOSuite 134 

Intrinsic Graphics 

EXPOSuite 123, 

Left field Productions 

Parkside 324 



Paraworld AG 


Saffire Corporation 

Parkside 214 

Synovial Inc. 

EXPOSuite 121 




product locator 



Academy of Interactive Arts & Science (AIAS) 



Blender (Not a Number bv) - 2D & 3D modeling & Animation 


Criterion Software - Renderware Platform 


Digimation, Inc. -3D Animation 


Electronic Arts - Complete Packaged Games 

Parkside 122 

Digital Immersion - 3d Rendering 


Giant Studios - Motion Modification Tools 


Havok - Physics Engine 


hOuse of mOves - Applications for Motion Capture 


ImaginOn, Inc. - Authoring Tool for Interactive Video 


Intrinsic Graphics Multi-Platform Game Development Framework 

EXPOSuite 123, Booth 1826 

Image Compression 


Macrovision Corporation - Content Protection 
MathEngine - Dynamics Middleware 



Meta Motion - Motion Capture 


Microboards Technology LLC - Authoring 


Microsoft - Direct X, Operating Systems 

EXPOSuite 216, Booth 808 

Monolith Productions, Inc. - Game Development 

Parkside 111 

MOTEK Motion Technology, Inc-Web Based Motion Capture 


Muse Corporation - Muse Software Platform 

Parkside 217 

Oddworld Inhabitants - Games 

Parkside 321 

PacketVideo Corporation - Wireless Application 


RealNetworks, Inc.- Digital Distribution 
Right Hemisphere - 3D Painting & Texturing 
Sega of America - Video Game Software 
Softimage Co. - Games, Film 



EXPOSuite 216, Booth 808 


Entertainment Robot America, Sony Electronics Inc. 
Entertainment Robot Applications 


Terraplay Systems AB - Network Engine 


Media Companies 

Animation Magazine 
Computer Games 




Computer Graphics World/Penn Well 


Content Republic 



2004, Inc. 


Mitsui Advanced Media, Inc. 


Book Publishers 

AK Peters 



Charles River Media 


Morgan Kaufmann Publishers 


Prima Tech 


Wordware Publishing, Inc. 





Reel work, reel inspiration. 

Catch the 
Premiere of the 

GDC REEL 2001 

March 22. 

Developers from around the world have 
submitted their best game art to be a part o 
the GDC Reel 2001. And now, we've compiled the 
latest creative and innovative g t into one 

continuous Reel. 

See the work that has inspired you over the past 
year, compiled into one presentation. 
The Reel will run continuously March 22nd- 
24th in Parkside Hall. 

-sponsored by: 



Entrants include: 


Core Design 

Epic G 
Exmac I 

id Software 

Ion St 


LucasArts Entertainment 



Nihilistic Software Inc. 

Planet Moon Studios 

Presto Studios 

Red Storm Entertainment 

Sega of America Inc. 

Shiny Entertainment 


Sony Computer Entertainment 


Stormfront Studios 

THQ Inc. 

UbiSoft Entertainment 

Westwood Studios 

WildTangent, Inc. 









Tuesday Wednesday Thursday Friday Saturday 
March 20 March 21 March 22 March 23 March 24 

Registration open 






GDC Classic 




Expo Suites Open 




Tutorials ioam-6pm 

Game Tuning Worksho 

p ioam-6pm 

Expo Floor Open 

ii:3oam-7:3opm n:3oam-7:3opm u:3oam-4pm 

Special Sessions 




Independent Games Festival 

Runs continuously, Thursday through Saturday 

Lunch i-2:3opm 

GDC Reel 2001 



If^riA Annual 

lUUn MIlMUdl 



GDC Reel 2001 Runs continuously, Thursday through Saturday 

Game Room Open Wedn 

Job Fair Booth Crawl 


esday through Saturday, 7F 

Booth Crawl 


IGF Awards 


Game Developers 
Choice Awards 


Hospitality Suite 


Main Event 





AU Audio 

Business & Legal 
GD Game Design 

LD Level Design 
PD Production 
PG Programming 

VA Visual Arts 

IGDA International Game 

Developers Association 

Expo Pass 
Track Keynote 



Club Regent, Fairmont 


A8, Convention Center 


Bi, Convention Center 


)i, Convention Center 


Ai, Convention Center 


Ci, Convention Center 


A5, Convention Center 


A3, Convention Center 


J2, Convention Center 


A2, Convention Center 


J3, Convention Center 

Ci, Convention Center 


A7, Convention Center 



Club Regent, Fairmont 


A8, Convention Center 


A2, Convention Center 


A5, Convention Center 


)i, Convention Center 


A3, Convention Center 


)2, Convention Center 


C4, Convention Center 

Bi, Convention Center 


A7, Convention Center 


)3, Convention Center 


#200 - Game Tuning Workshop p. 24 

Marc LeBlanc, Greg Costikyan, Doug Church, Skaff Elias, Richard Garfield, Austin Grossman, Eric Zimmerman 

#100 - Shockwave & Flash p. 26 

Rett Crocker, Scott Kim, Gary Rosenzweig, Brian Robbins 

#101 - Beyond Story: Making Games That Mean Something p. 26 

Lee Sheldon 

#102 - Analyzing & Learning from Great Games p. 26 

Noah Falstein 

#103 - The Art of Teamwork p. 26 

Charles Crutchfield, James Keenan 

#104 - Linux in Game Development p. 27 

Bernd Kreimeier, Sam Lantinga, Keith Packard, Daryll Strauss, Michael Vance 

#105 - Lessons from the Bleeding Edge of Multiplayer Gaming p. 27 

Greg Corson, David McCoy 

#106 - Advanced Direct3D p. 27 

Sim Dietrich, Richard Huddy 

#107 - Developing a 3D Model Rendering System for Consoles & PCs p. 27 

Robert Huebner 

#108 -Cutting-Edge Techniques for Modeling & Simulation III p. 27 

Roger Smith 

#109 - Artificial Life for Computer Games p. 28 

Bruce Blumberg, )ohn Funge, Craig Reynolds, Demetri Terzopoulos 

#110 - Maya: Art to Engine for the Entire Team p. 28 

Tim Brown, Nicolas Long 

#111 - Touchpoints of Design p. 28 

Paul Schuytema 


#200 - Game Tuning Workshop p. 24 

Marc LeBlanc, Greg Costikyan, Doug Church, Skaff Elias, Richard Garfield, Austin Grossman, Eric Zimmerman 

#120 - Using DirectMusic Producer: Audio Authoring for Xbox & DirectX p. 28 

Brian Schmidt, Scott Selfon, Chanel Summers, David Yackley 

#121 -Getting What You Need Out of Your Development Contracts p. 29 

)im Charne, David Anderson, joe Minton, Daniel O'Connell Offner, David Rosenbaum, Michael Rubinelli 

#122 - Community Design for Large-Scale Gaming Worlds p. 29 

Amy )o Kim, Rapf Koster, Rich Vogel 

#123 - Math for Programmers p. 29 

Jim Van Verth 

#124 - Artificial Intelligence: Tactical Decision-Making Techniques p. 29 

)ohn Laird, Michael van Lent 

#125 - Advanced OpenGL Game Development p. 29 

Sebastien Domine, Cass Everitt, |ohn Spitzer, Chris Wynn 

#126 - Using Subdivision Surfaces p. 30 

Stephen junkins, Henry Moreton, Peter Schroeder, Denis Zorin 

#127 - 3DS Max 4 81 Character Studio 3 p. 30 

Pia Maffei 

#128 - Conceptual Design: Understanding & Communicating Form p. 30 

Derek Becker, Ron Lieman, Phil Saunders 

#129 - Interactive Storytelling: The Real Thing p. 30 

Chris Crawford 

thursday lectures 


San Jose Civic Auditorium 

Consoles vs. PCs: Is the PC Really Dead? 

Moderated by: Trip Hawkins p. 8 



San Jose 

Civic Auditorium 

9- 10am 

Real-Time Artistic Nonphotorealistic 


PG Jeff Lander p. 8o 

10:30-1 1:30am 

Level-of-Detail Al 

PG Demis Hassabis p. 78 


Convention Center 

Designing Hardcore Games for a Mass- 
Market Audience 

GD Cliff Bleszinskip. 52 

Unlocking the DNA of Sigma: Playing in the Sandbox 

GD Alex Garden, Jay Wilson p. 57 

A 5 

Convention Center 

Story Writing Skills for Game Developers 
GD Bob Bates p. 56 

Optimization Techniques for Hardware Transformation 
& Lighting Pipelines 

PGJohn Ratcliffp. 79 


Convention Center 

New Opportunities for Delivering Rich 
Interactive Media on the Web 

BLTim Chambers, Bob Davidsen, Phil Miller, 
Alex St. John, Jonathan Wiedemann, Mark Yahiro, 
Mike Wallace p. 42 

A Robot Soccer Simulator: 

A Case Study for Rigid-Body Contact 

PG Eric Larsenp. 81 


Convention Center 

Using Windows To Create Palm Games 
PG Carsten Magerkurth p. 84 

Content Acquisition for Levels in The Getaway: London 
Wasn't Built in a Day 

LD Sam Coatesp. 60 


Convention Center 

Tools of the Trade: The Changing Nature of 
Design Tools 

Isaac Barry p. 95 

Game Boy Advance Resource Management 

PG Rafael Baptistap. 76 


Convention Center 

Maintaining Your Budget by Organizing, 
Defining Milestones & Staying on Schedule 
PDDon Daglowp. 66 

Comics & Games: Separtated at Birth? 
General Interest Scott McCloud p. 17 


Convention Center 

Character Design, Sketching, & Painting 

Don Seegmillerp. 89 

Applying Behavioral Psychology to Game Design 

GD Maggie Tai Tucker p. 49 


Convention Center 

What Happened to My Colors? Displaying Console 
Computer Graphics on a TV 

PG Bruce Dawson p. 84 

Strategic Public Relations in the Game Industry 

Perrin Kaplan p. 45 


Convention Center 

The Basics of Team Al 

PG Clark Gibson, John O'Brien p. 73 

Visual Arts Keynote: 1001 Nightmares 

lain McCaigp. 86 

Almaden Ballroom 

Sound Design Roundtable 

AU Geoff Kirk p. 36 

A Better Understanding of Audio & the Technical Design Process 

AU Ron Hubbard p. 34 

1 -.-mm 

thursday lectures 



AU Audio 

Business & Legal 
GD Game Design 

LD Level Design 
PD Production 
PG Programming 

Visual Arts 
IGDA International Game 
Developers Association 

Expo Pass 
Track Keynote 



1,500 Archers on a 28.8: Network Programming Designing for the Internet Gamer 
in Age or Empires & Beyond Bing Gordon p. 38 

PG Paul Bettner, Mark Terrano p. 72 

Rayman 2: Level Design Experience 

LD Michel Ansel p. 58 

5: 30-6 :30pm 

Simulation Level-Of-Detail & Culling 

PG Stephen Chenneyp. 82 

From Black & White to Next-Generation 

GD Peter Molyneux p. 54 

Stable Rigid-Body Physics 

PG Graham Rhodes p. 83 

Bringing Physics Into Play 
PG Jay Stellyp. 73 

Using Video Input for Games 

GD Richard Marks p. 57 

Camera Techniques for Complex Environments 

PG Gavin lames p. 74 

Balancing Act: The Art & Science of Dynamic 
Difficulty Adjustment 

GD Dan Arey, Evan Wells p. 49 

Anybody Seen that Transform Node? Strategies to Film Techniques for Creating Atmosphere in 
Better Link Animation Data in Games Your Environments 

PG Thomas Engelp. 73 Joel Payne p. 91 

Modeling High Poly Characters for Realtime 

Stefan Henry-Biskup p. 93 

Taking the Mental Out of Environmental: Building 
a Beautiful World Without Going Crazy 

Hayden Duval p. 94 

Those Darned Sims: What Makes Them Tick? 

PG Jamie Doornbosp. 84 

Unwired Games! Wireless Multimedia 

Game Design 

GD General Interest Robert Tercekp. 17 

Level Design for the Outdoorsman 

LD Brian Allgeier, Caroline Trujillo p. 61 

Designing Interactive Theme Park Rides: 
Lessons Learned Creating Disney's Pirates or the 
Caribbean: Battle tor the Buccaneer Gold 
GD Jesse Schell, Joe Shochet p. 52 

Designing Your Company Culture: Westwood 
Studios over 15 Years 

PD Louis Castle p. 65 

Four of the Four Hundred 
GD Hal Barwood p. 53 

What Does it Take to Negotiate a Good Contract? 

Justin Chin, Ray Muzyka, Lewis Petersen, 
Jon Slagerp. 45 

Pitching your Title: Steps for Success 

Ted Price p. 42 

Art Directors Panel 

Daniel Brick, Cryus Lum, Dale Mauk, 
Patricia Pearson, Steve Reid p. 88 

Exorcising Satan's Rotoscope: Motion Capture 
from an Animator's Perspective 

David Stripinisp. 91 

Console Development Crash Course 

PD Steve Taylor p. 65 

Facial Animation: Industrial Light + Magic 

Geoff Campbell, Hal Hicket, Cary Phillips p. 91 

Procedural Rendering on PlayStation 2 

PG Robin Green p. 80 

Real-Time Photorealistic Terrain Lighting What are the Cultural Borderlines of Games? 

PG Nathaniel Hoffman, Kenneth Mitchell p. 81 GD & General Interest Masaya Matsuura p. 17 

Managing 40,000 Assets Per Game 

PD HerbMarselasp. 67 

Implementing an Audio Engine Using DirectX 8 PlayStation 2 Audio... Nuts to Soup An Introduction to Nintendo GameCube's Audio 

AU Jim Geist p. 35 AU Buzz Burrowes, Chuck Doud, Rob Vawter p. 35 Sub System AU Thomas Engel p. 35 



thursday roundtables & sponsored sessions 


Plaza Hilton 



Convention Center 

9- 10am 

The Rules of Making Massively Multiplayer 

Online Games 

GD Anthony Castoro p. 56 

10:30-1 1:30am 

Multiplayer Tricks of the Trade 

PG David Weinstein p. 79 


Convention Center 

Scripting Languages in Game Development 

PGJoeShochetp. 82 

Game Editing Tools Roundtable 
PG Todd Howard p. 76 


WAP: Designing the Impossible for the 
Improbable GD Adam Mayes p. 57 

Games for Girls: The Last Hurrah? 

GD Melissa Farmer p. 54 

San Carlos 1 

Building the Bridge Between Level Designers 
& Artists LD Yujin Kiem, Steve Thorns p. 60 

Software Patents: The Good, the Bad, & the Ugly 

Emilie ("Tobi") Saulnier p. 43 

San Carlos II 


Santa Clara 1 

What Are the Best Strategies to Produce Art in a 
Corporate Environment? 

IGDA Richard Hilleman p. 18 

Inspiration Toolkit for Designers & Artists 

John Baezp. 93 

Santa Clara II 

Speak the Lingo: Pitching Ideas 

Elizabeth Braswell p. 45 

Art Management for Artists 

Doug Oglesby p. 8$ 

Figure Drawing Workshop 

)uan Ortiz p. pi 


Plaza Hilton 

Talking Pictures Workshop 

lain McCaigp. 86 



Convention Center 

9- 10am 

C4 Sponsored by Microsoft 

Convention Center AU Creating an Immersive Audio Environment 

Using DirectX Audio p. 35 

10:30-1 1:30am 

Sponsored by DigiScents 

GD Scent Enablement of Interactive Media p. 56 


Convention Center 


Convention Center 

Sponsored by Intel 

High Performance AGP Memory on Intel 



Convention Center 


Convention Center 

Sponsored by Intel 

High Performance Vertex Shaders with Intel 


Sponsored by Softimage 

PG Motion Synthesis for Better Character Motion p. j8 

Sponsored by Plazmic 

PG Java Solutions for Rich Wireless Media Developers p. 77 

Sponsored by Real Networks 

Digital Distribution of Games Over the Internet p. 40 


thursday roundtables & sponsored sessions 


STL Optimization Techniques 
PG Pete Isensee p. 83 


Moving from the PC to Consoles 
PG Andrew Kirmse p. 79 


Audio Business Issues Roundtable 

AU Rich Goldman p. 34 

Porting PC Graphics Technology to PlayStation 2 Team Management on Large Projects 
PG Aaron Foo p. 79 PD Trent Oster p. 68 

Managing Designers 

PD Kevin Perry p. 67 

Building Profitable & Entertaining Online 
Games Alexjarett p. 40 

Art Technicians: Moving Mountains (of Data) 

Anthony Chiang p. 89 

Episodic Content: Here, Now & Next Month Too 

GD Chris Foster, Eri Izawa p. 53 

Al in Computer Games Roundtables & 
Interactive Discussion GD Eric Dybsand, Neil 
Kirby, Steven Woodcock p. 49 

Children's Software: Past, Present, & Future 

GD Ken Kahn p. 50 

Hit Games with Social Value: What's Stopping 
You? GD Rusel DeMaria p. 55 

More than a D-Cup& a Laser Pistol: Women in Targeting Children? The Marketing of Violence in Long Term Technical Research 

Game Development Video Games IGDA John Buchanon p. 19 

IGDA Sheri Graner Ray p. 18 IGDA Daniel Greenberg p. 18 

Al in Computer Games Roundtables & 
Interactive Discussion GD Eric Dybsand, Neil 
Kirby, Steven Woodcock p. 49 

Maintaining Your Budget by Organizing, Defining 
Milestones & Staying on Schedule 

PD Tim Beenison, Bert Sandie p. 67 

Al in Computer Games Roundtables & 
Interactive Discussion GD Eric Dybsand, Neil 
Kirby, Steven Woodcock p. 49 

Creating Emotional Involvement in Interactive 

GD Mark Barrett p. 50 

Too Many Polygons! Artistic Alternative for 
Harnassing Hardware 

Walter Park p. 95 

Almaden Ballroom 


L, Convention Center 

Audio Town Hall Meeting 
AU Steve Horowitz 

Organizing Local Groups 
IGDA Steve Meretzkyp. 19 

7-9:3opm Bay Area AliasllWavefront Maya User's Group 

A8, Convention Center 


Sponsored by Discreet 
PDGMAX p. 66 



Sponsored by Motorola 

& GD Entertainment Everywhere- 
Fun & Games by Motorola p. 40 

Sponsored by Game Spy 

PD Make More Money, Sell More Games with 

Game Spy Industries p. 66 

Sponsored by Macrovision Sponsored by Intel 

Electronic Licensing & E-Commerce Services for High Performance PC Games Using Intel 
Electronic Software Distribution p. 40 Compiler 5.0 

Sponsored by AMD 

PG AMD Platform Roadmap & Direct3D 

Processor Optimization Techniques p. 72 

Sponsored by Matrox 

GD Textures into Geometry: A Look at Real-Time 

Displacement Mapping p. 57 

Sponsored by Intel 

Advance Performance Analysis for Games on 

Intel Architecture Using VTune™ 5.0 

Sponsored by Matrox Sponsored by Terraplay 

GD Displacement Mapping for the Masses p. 53 PG Using the Terraplay System for Designing Real- 
Time Massively Multiplayer Games p. 84 

Sponsored by Softimage Sponsored by Comverse Network Systems 

PG Creating & Debugging Complex Game Logic PG Creating Wireless Games: What Developers 
p. 75 Want to Know p. 75 

Sponsored by Microsoft 

PG DirectPlay/DPlay Voice p. 76 



12-ipm • San lose Civic Auditorium 

Xbox: One Year Later General Interest • ) Allard, Seamus Blackley 

p. 8 

i:30-3pm • A3, Convention Center 

IGDA Annual Meeting IGDA • ]ason Delia Rocca 








warn |a|H|H|aaB _ 


San Jose Civic 

9-1 Oam 

What Does It Take to Make a Successful Persistent 
Online World 

PD Raph Koster, Rich Vogel p. 68 

10:30-1 1:30am 

Design Plunder 

GD Will Wright p. 46 


Convention Center 

Intelligent Data Distribution for Massively 
Multiplayer Games 

PG Nate Burgess p. 77 

Real-Time Shadows 

PG Eric Haines, Tomas Mollerp. 81 


Convention Center 

Why Are You Writing Games with a 15 Year Old 
Programming Language? 

PGChrisHeckerp. 85 

Choosing, Designing & Implementing Scripting Languages: 
Tales from the Script 

PG Mark Brockington, Kevin Brunder, Rob Huebner 
Tim Sweeney p. 74 


Convention Center 

The Mysteries of Multiplatform: Developing on 
Console & PC 

PD David Faulkner, Greg Zeschuk p. 67 

Dealing with Memory Constraints 

PG Florian Sauer p. 75 


Convention Center 

Creating an Awesome Game Based on a Licensed 
Property GD Richard Green, Lawrence Holland, David 
Litwin, Bill Morrison p. 50 

Advanced 3D Character Creation 

VA Paul Steed p. 88 


Convention Center 

Using Pixel & Vertex Shaders in 3D Studio Max 4 

Jeff Yates p. 95 


Convention Center 

Real-Time Strategy Design & Balancing 
LD Dustin Browderp. 61 

Publisher Contracts That Protect Your Title & Team 

lay Powell p. 43 


Convention Center 

Creating Believable Interactive Characters without 
Relying on Sophisticated Technology 

GDIamie Vann p. 50 

That Extra Dimension: Differences in Thinking Between 
2D & 3D Animators 

)im Bradrickp. 95 


Convention Center 

Real-Time Photorealism via Procedural Shaders 

PG Dan Baker, Chas Boyd p. 81 

Interactive Animated Characters 

PG Ken Perlin p. 77 

Almaden Ballroom 

Proposed Standards for Dynamic Range in 
Interactive Media 
All Tom Hays p. 36 

Master Composition Class — Successful Techniques to 
Keep Harmony & Create Great Audio 
AU Tommy Tallarico p. 35 


Developers Working to Make the Most of the 
Marketing & Sales 

Dan Kaufman p. 40 

Baldur's Gate II & Sequels: The Good, the Bad, 
& the Ugly 

PD Ray Muzyka p. 65 


Independent Development & Publishing: Case Study 

Kent Quirk p. 41 

Traditional Retail Distribution: Is it Taking a Breather or on 
its Last Breath? 

Jim Perkins p. 45 


fridav lectures 

code: AUAudi0 

Business & Legal 
GD Game Design 

LD Level Design Visual Arts Expo Pass 

PD Production IGDA International Game Track Keynote 

PG Programming Developers Association 



Cache-Conscious Coding 

PG Jon Bentleyp. 73 

Out of the Garage: Maturation in Team & Project Management 

PD Jason Rubin p. 64 

Creature Smarts: The Art & Architecture of a Virtual Brain 

PG Robert Burke, Damian Isla p. 75 

Implementing Multicolored Volumetric Fog without Using Up Texture 

PG Arevalo Baeza, Juan Carlos p. 77 

How to Kill Feature Creep Without Ever Saying No 
PD Scott Crabtree p. 66 

Use of Realism in Level Design 

LD Eric Biessman, Duncan Brown, Dario Casali, Paul Jaquays, 
Jacob Stephens p. 61 

Shading Languages for Graphics Hardware 
PG Bill Mark p. 82 

Realistic Inverse Kinematics: Set-Up & Techniques 

Martin Coven p. 94 

Basics of Character Design for Game Development 

GD Bob Rafaei p. 45 

From Amiga to the Next Video Game Frontier — 
Wireless Multiplayer Gaming 
General Interest R) Micalp. 37 

Trends & Style Elements in a New Genre Game 
GD General Interest Tetsuya Mizuguchi p. 37 

Oddfellows: Character Design the Oddworld Way 

GD Paul O'Connor, Chris Ulm, Farzad Varahramyan p. 55 

Scripting for Artists 

VAJohn Versluisp. 94 

Conceptual Design: Understanding & Communicating Form 

Phil Saunders p. 89 

Principles for Designing Successful Games 

GD Bruce Shelley p. 35 

Lessons Learned from a Year with Xbox 

PG Michael Abrash p. 78 

Xbox Audio 

AU Brian Schmidt, Scott Selfon p. 36 

Web Audio Panel 

AU Daniel Brown, Jeff Essex, Chris Grigg, Steve Horowitz, David Yackley 
p. 36 

The Power Of Talent 

Jeffrey Bacon, Paul Cunningham, Richard Leibowitz, 
Remi Racin, John Tobias, Dan Winters p. 42 

Making Money via Custom Online Game Sponsorships 

Jonathan Wiedemann p. 42 

Fun & Games in the Online Medium: Insights from the World's 
Largest Online Service 

Jennifer MacLean, Greg Mills, Nicole Opas p. 43 

Publishers Speak 

BL Dan Rogers p. 43 




friday roundtables & sponsored sessions 



Convention Center 

9- 10am 

PalmOS Game Programming 

PG Jouni Mannonen p. 79 

10:30-1 1:30am 

STL Optimization Techniques 
PG Pete Isenseep. 83 


Convention Center 

Software Patents: The Good, the Bad, & the Ugly 

Emilie ("Tobi") Saulnier p. 43 

Game Editing Tools Roundtable 

PG Todd Howard p. 76 


Convention Center 

Too Many Polygons! Artistic Alternatives for 
Harnessing Hardware 

Walter Park p. 95 

Episodic Content: Here, Now & Next Month Too 

GD Chris Foster, Eri Izawa p. 53 


Hit Games with Social Value: What's Stopping You? 

GD Rusel DeMaria p. 55 

Audio Programming Roundtable 

AU Martin Wilde p. 34 

San Carlos 1 

Children's Software: Past, Present, & Future 

GD Ken Kahn p. 50 

Building the Bridge Between Level Designers & Artists 

LD Yujin Kiem, Steve Thorns p. 60 

San Carlos II 


Tales from the Loneliest Frontier: the Freelancer's 


IGDA Francois Dominic Laramee p. 19 

Fusing Traditional Computer Graphics with Game 
Development: ACM SIGGRAPH's Outreach to the Game 
Developer Community 
IGDA Scott Owen, Theresa Marie Rhyne, Alyn Rockwood p. 19 

Santa Clara 1 

Composing for New Technology & New Audiences 
in Interactive Entertainment 

AU Alexander Brandon p. 35 

Speak the Lingo: Pitching Ideas 

Elizabeth Braswell p. 45 

Santa Clara II 

Managing & Using Quality Assurance 

PD Denis Pappp. 67 

Managing Designers 

PD Kevin Perry p. 67 



Plaza Hilton 

Figure Drawing Workshop 

luan Ortiz p. 91 

■■■■— iMlilii|..l!M 



Convention Center 

9-1 Oam 

10:30-1 1:30am 

Sponsored by Comverse Network Systems 

Shipping Games for Wireless: What Developers Want to Know 


Convention Center 


Convention Center 


Sponsored by Koydaro 

GD Going from Keyframing to Motion Capture p. 55 


Convention Center 

Sponsored by NxN Software 

PD Alienbrain & Digital Production Management -Total 

Solutions to Game Production p. 65 


Convention Center 

Sponsored by Apple: 

PG MAc OS X: Programming & Cross Platform 

Development p. 78 

Sponsored by Apple 

PG Mac OS X Graphics p. 78 


Mac OS X: 3D Modeling & Rendering Techniques p. 93 

Sponsored by Metrowerks 

GD Games Industry of the Future: Convergence of Multiple 

Platforms for Games/Entertainment p. 54 


Convention Center 

Sponsored by Microsoft 

PG DirectPlay/DPlay Voice p. 76 


friday roundtables & sponsored sessions 



Porting PC Graphics Technology to PlayStation 2 
PG Aaron Foo p. 79 


WAP: Designing the Impossible for the Improbable 

GD Adam Mayes p. 57 

Cheating in Multiplayer Games 
PG David Weinstein p. 74 

Multiplayer Tricks of the Trade 
PG David Weinstein p. 79 

Moving from the PC to Consoles 

PG Andrew Kirmse p. 79 

Game Development for Online Services 

GD Jennifer MacLean p. 54 

Art Technicians: Moving Mountains (of Data) 

Anthony Chiang p. 89 

Games for Girls: The Last Hurrah? 

GD Melissa Farmer p. 54 

The Rules of Making Massively Multiplayer Online Games 

GD Anthony Castoro p. 56 

Al in Computer Games Roundtables & Interactive Discussion 

GD Eric Dybsand, Neil Kirby, Steven Woodcock p. 49 

The Useful, Non-Obvious & Novel Roundtable 
IGDA Marco Pinter p. 19 

More than Frequent Flier Miles: Creating a Successful International 

Publisher Relationship 

IGDA Tom Craigo, Gabor Kadas, John De Margheriti, Laura Simmons p. 19 

Creating Emotional Involvement in Interactive Entertainment 

GD Mark Barrett p. 50 

Al in Computer Games Roundtables & Interactive Discussion 

GD Eric Dybsand, Neil Kirby, Steven Woodcock p. 49 

Team Management on Large Projects 
PD Trent Oster p. 68 

Al in Computer Games Roundtables & Interactive Discussion 

GD Eric Dybsand, Neil Kirby, Steven Woodcock p. 49 


Sponsored by Microsoft 

PG Whistler, The New Windows Gaming 

Experience p. 85 



Sponsored by Staccato Systems 

AU Audio Animation- Creating Interactive Audio 

for Games p. 34 


Sponsored by Kaydara 

GD Faster & Better Character Animation p. 53 


Sponsored by Kaydara 

GD Building a Bridge Between Development Teams 


Sponsored by AMD Sponsored by Real Networks 

PG CodeAnalyst - Profiling & Analysis Tools for PG Creating Games for Digital Distribution Over 

AMD Processor Architectures p. 75 the Internet p. 75 

Sponsored by Apple 

Mac OS X: Motion Capture & Character 
Animation Techniques p. 93 

Sponsored by Apple 

Making Money with Mac Games p. 42 

Sponsored by Apple 

PG Mac OS X: Game Development 

p. 78 

Sponsored by Softimage Sponsored by Game Spy Sponsored by Microsoft 

PG Motion Synthesis for Better Character Motion PG Bring Your Game to Market Faster with Game PG Sidewinder Game Voice SDK 

p. 78 Spy Tools p. 73 p. 82 


Saturday lectures 

12-ipm • San lose Civic Auditorium 

The Digital Distribution Revolution: Lessons Learned from Napster 

Ron Glaserp. 8 




San lose Civic 

9- 10am 

Game Design & Game Culture 

GD Doug Church, Henry lenkins, Brenda Laurel, 
Anne Marie Schleiner, Will Wright, 
Eric Zimmerman p. 54 

10:30-1 1:30am 

Real-Time Full Scene Antialiasing for PCs & Consoles 

PG Kenneth Mitchell p. S3 


Convention Center 

Why Cheating Matters 

Steven Davis p. 45 

Advanced Character Physics 

PG Thomas lakobsen p. 72 


Convention Center 

Proximity Queries & Penetration Depth 
Computations on 3D Game Objects 

PG Gino van den Bergen p. 80 

Cheating in Multiplayer Games 

PG Matt Pritchard p. 74 


Convention Center 

Experiences in Programming Maya 3.0 

PG Dean Giberson p. 76 

The 12 Principles of Classic Character Animation 

Isaac Kerlowp. 95 


Convention Center 

Creating Textures for Real-Time Games 

VA Christian Bradley p. 89 

Graphical Interface Design: Design Basics 

Dana Mackenzie p. 91 


Convention Center 

Leveraging Middleware 

PD)effWofford p. 66 

Working with Software Patents 

Mark DeLoura, Casey Muratori, John Nagle, Tim Wu p. 45 


Convention Center 

Design Patterns for Interactive Physics 

GD Richard Hilmer, David Wu p.50 

Technology Five Years from Now 

PG General Interest David Braben p. 83 


Convention Center 

Getting to the Next Level: All the Cheats on 
Employee Nirvana 

Stacy Hering Astor, Jeffrey Rose p. 41 

Don't Ship it Yet: Why You Need Hardcore QA 

PD Robert Bryant p. 65 


Convention Center 

Interaction Design for Immersive Public 
Entertainment Spaces 

GD Henry Kaufman, Christopher Kline p. 55 


Convention Center 

Practical Implementation Techniques for 
Multiresolution Subdivision Surfaces 

PG David Brickhillp. 79 

Will Games Ever Become a Legitimate Art Form? 
GD General Interest Ernest Adams p. 57 

Almaden Ballroom 

Interactive Music Sequencer Design 
AU Scott Patterson p. 35 

Diablo II Case Study 

AU Matt Uelmen p. 35 

Saturday lectures 


AU Audio 

BL Business & Legal 

GD Game Design 

LD Level Design 
PD Production 
PG Programming 

VA Visual Arts 

IGDA International Game 

Developers Association 

Expo Pass 
Track Keynote 


Programs, Emotions, & Common Sense 

PG Marvin Minskyp. 70 


BSP Collision Detection As Used In MDK2 & 
NeverWinter Nights 

PG Stan Melax p. 73 


Latency Compensating Methods in Client-Server 
in Game Protocol Design & Optimization 

PG Yahn Bernierp. 77 

The Reality of Starting an Independent 
Game Studio 

John Lafluer, Tim Morten, Chacko Sonny p. 43 

Adaptive Software for Next-Generation Texture 


PG Michael Jones p. 72 

FuBi: Automatic Function Exporting for Scripting 

& Networking 

PG Scott Bilasp. 76 

How to Balance a Real-Time Strategy Game: 
Lessons from the Age of Empires Series 

GD Mike Kidd, Sandy Petersen, Greg Street p. 55 

Building Character: An Analysis of Character 


GD Steve Meretzky p. 49 

Effective Project Management 

PD Randy Angle, William Dwyer p. 65 

Dealing with Artistic Limitations as a 3D Game 
Artist. PC vs. Consoles 

Tramell Isaac p. 89 

From PC to TV 

Mike Nichols p. 93 

Art Creation for a PlayStation 2 Launch Title - 
The Ups & Downs of Summoner 

Adam Pletcherp. 88 

Questions Artists Should Ask Programmers 

Linda Lubken p. 93 

Aesthetics Beyond Techology: Nonphotorealistic 
Rendering Art Styles 

Gary Snyder p. 88 

Rendering the Silver Screen: Using & Creating 
Machinima Cutscenes in Games 

Hugh Hancock p. 94 

The Future Of Games & Digital Entertainment 

Kelly Flock, Henry Jenkins, George Suhayda 
p. 41 

The Social Phenomenon of Gaming: 

People Coming Together for the Sake of the Game 

GD Larry Hodgson p. 56 

Financing a Game Development Company in 
Today's Market 

Drake Foster, Jason Karlov, Jason Kay, 
JamesThomap. 40 

The Architecture of Level Design 

LD Duncan Brown, Steven Chen 
p. 60 

Current Architecture & Potential Approaches to 
Level Design 

LD Duncan Brown p. 60 

Designing Web Games that Make Business 


GD Scott Kim p. 53 

Designing Mobile Games for WAP 
GD Lasse Seppanen 


Back to USSR: Developing & Outsourcing in 
Eastern Europe 

Alex Dmitrevsky, Serge Orlovsky p. 40 

How to Market in Korea: Small Country, Large 
Market for PC Games 

Byung-Ho Park p. 41 

Interactive Storytelling: The Real Thing 

GD Chris Crawford 


Managing Online Games: Release & Beyond 

PD Renee Middleton p. 67 

Rendering with Sophisticated Reflectance 


PG Jonathan Blow p. 81 

Server Load Issues for Massively Multiplayer 
Online Games 

PD Gordon Walton p. 67 

Terrain Reasoning for 3D Action Games 

PG William van der Sterren p. 83 

Design Patterns for Massively Multiplayer 

GD Raph Koster, Rich Vogel p. 52 

Beyond the Library: Applying Film Post- 
Production Techniques to Game Sound Design 
AU Nick Peck p. 34 

Producing Conversation-Based Audio Experiences 
on the Internet 

AU Evan Jacoverp. 46 

Audio Project Management Roundtable 

AU Heather Sowards p. 34 




Saturday roundtables & sponsored sessions 



Convention Center 

9- 10am 

Cheating in Multiplayer Games 

PG David Weinstein p. 74 

10:30-1 1:30am 

STL Optimization Techniques 
PG Pete Isensee p. 83 


Convention Center 

Porting PC Graphics Technology to 

PlayStation 2 

PG Aaron Foop. 79 

Moving from the PC to Consoles 

PG Andrew Kirmse p. 79 


Managing Designers 

PD Kevin Perry p. 67 

Games for Girls: The Last Hurrah? 

GD Melissa Farmer p. 54 



Building the Bridge Between Level 
Designers & Artists 

LD Yujin Kiem, Steve Thorns p. 60 

The Rules of Making Massively Multiplayer Online Games 

GD Anthony Castoro p. 56 

San Carlos 1 

Art Technicians: Moving Mountains (of Data) 

Anthony Chiang p. 89 

Al in Computer Games Roundtables & Interactive Discussion 

GD Eric Dybsand, Neil Kirby, Steven Woodcock p. 49 

San Carlos II 


QA: Cannon Fodder of the Game Industry 
IGDA Douglas Noel p. 39 

Online Games Committee Meeting 

IGDA Alex)arettp. 19 

Santa Clara 1 

Al in Computer Games Roundtables & Interactive Discussion 

GD Eric Dybsand, Neil Kirby, Steven Woodcock p. 49 

Santa Clara II 

Speak the Lingo: Pitching Ideas 

Elizabeth Braswell p. 45 

Al in Computer Games Roundtables & Interactive Discussion 

GD Eric Dybsand, Neil Kirby, Steven Woodcock p. 49 




Convention Center 

9- 10am 

10:30-1 1:30am 


Convention Center 

Sponsored by Intel 

Procedural 3D Content Creation for Games 

Sponsored by Softimage 

PG Motion Synthesis for Better Character Motion 

p. 78 


Convention Center 

Sponsored by Comverse Network Systems 

Shipping Games for Wireless: What Developers Want to 
Know p. 43 


Convention Center 

Sponsored by Microsoft 

AU Sound Design Using DirectX Audio: 

A Case Study p. 36 

Sponsored by Metrowerks 

GD Detecting & Solving Performance Related Problems: 

The Value of Analysis Technologies p. 53 




Saturday roundtables & sponsored sessions 


Inspiration Toolkit for Designers & Artists 

John Baezp. 93 


PalmOS Game Programming 

PG Jouni Mannonen p. 79 


Scripting Languages in Game Development 

PGJoeShochetp. 82 

Building Profitable & Entertaining Online 

Alex Jarett p. 40 

Multiplayer Tricks of the Trade 

PG David Weinstein p. 79 

Episodic Content: Here, Now & Next Month Too 

GD Chris Foster, Eri Izawa p. 53 

Too Many Polygons! Artistic Alternatives for 
Harnessing Hardware 

VA Walter Park p. 95 

Art Management for Artists 

Doug Oglesbyp. 89 

Game Development for Online Services 

GD Jennifer MacLean p. 54 

Children's Software: Past, Present & Future 
GD Ken Cahnp. 50 

WAP: Designing the Impossible for the 

GD Adam Mayes p. 57 

Team Management on Large Projects 

PD Trent Oster p. 68 

Managing & Using Quality Assurance 

PD Denis Pappp. 67 

Software Patents: The Good, the Bad, 
& the Ugly 

Emilie ("Tobi") Saulnierp. 43 

Local Community Building Strategies 
IGDA Jonas Eneroth p. 20 

Bonfire of the Humanities: 

Long Term Research in the Soft-Sciences 

IGDA Henry Jenkins, Warren Spector p. 20 

Secrets of Successful Indie Developers 
IGDA Steve Pavlina p. 20 

Creating Emotional Involvement in Interactive 


GD Mark Barrett p. 50 

Maintaining Your Budget by Organizing, 
Defining Milestones & Staying on Schedule 
PD Tim Beenison, Bert Sandie p. 67 


Sponsored by Discreet 

Advanced IK in 3DS Max^p. S8 


Sponsored by Intel 

Solutions for Real-Life SIMD Problems 

Sponsored by AMD 

PG CodeAnalyst - Profiling & Analysis Tools for 

AMD Processor Architectures p. 75 

Sponsored by Synovial 

GD Gaming Goes Wireless p. 55 

Sponsored by Softimage 

PG Creating & Debugging Complex Game Logic 


san jose convention center 

ion course i. 
1 ^ ™"1 Concourse 3 Almaden Concourse ^^^ 




Market St. 

|Rest room| ^^^^ 


I? Business ^^ 


Press Room 


Parkside Hall and 
San Carlos St. Entrance Civic Auditorium 


To Hilton 

Almaden St. 

hilton hotel 

fairmont hotel 

Lobby Level 

Concourse Level 

Plaza Room 

San Carlos I 


San Carlos II 

Santa Clara I 

Pacific Room 

Santa Clara II 





Imperial Ballroom 



Regency Ballroom 1 

Regency Ballroom 2 

Lobby Level: 
Club Regent 




.esources tor Game Development 


As the trusted resource of game developers for 
more than ten years, the Gama Network, 
formerly the CMP Game Media Group, is the only 
organization exclusively serving developers of 
electronic games. The publications, events and 
web sites of the Gama Network are where game 
development professionals from around the 
world turn for ideas and insight when creating 
the next generation of interactive entertainment. 




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